DayZ 1.30
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◆ OnPartBuiltClient()

void bsbDebugPrint::OnPartBuiltClient ( string part_name,
int action_id )
protected

См. определение в файле BaseBuildingBase.c строка 1870

1872{
1873 const string ANIMATION_DEPLOYED = "Deployed";
1874
1875 float m_ConstructionKitHealth; //stored health value for used construction kit
1876
1877 bool m_HasBase;
1878 //variables for synchronization of base building parts (2x31 is the current limit)
1879 int m_SyncParts01; //synchronization for already built parts (31 parts)
1880 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1881 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1882 int m_InteractedPartId; //construction part id that an action was performed on
1883 int m_PerformedActionId; //action id that was performed on a construction part
1884 protected ref ConstructionBasic m_Construction;
1885
1886 //Sounds
1887 //build
1888 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1889 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1890 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1891 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1892 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1893 //dismantle
1894 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1895 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1896 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1897 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1898 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1899
1900 protected EffectSound m_Sound;
1901
1905
1906 // Constructor
1907 void BaseBuildingBase()
1908 {
1910
1911 //synchronized variables
1912 RegisterNetSyncVariableInt( "m_SyncParts01" );
1913 RegisterNetSyncVariableInt( "m_SyncParts02" );
1914 RegisterNetSyncVariableInt( "m_SyncParts03" );
1915 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1916 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1917 RegisterNetSyncVariableBool( "m_HasBase" );
1918
1919 //Construction init
1920 ConstructionInit();
1921
1922 if (ConfigIsExisting("hybridAttachments"))
1923 {
1925 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1926 }
1927 if (ConfigIsExisting("mountables"))
1928 {
1930 ConfigGetTextArray("mountables", m_Mountables);
1931 }
1932
1933 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1934 SetAllowDamage(true);
1935 }
1936
1937 override string GetInvulnerabilityTypeString()
1938 {
1939 return "disableBaseDamage";
1940 }
1941
1942 override bool CanObstruct()
1943 {
1944 return true;
1945 }
1946
1947 override int GetHideIconMask()
1948 {
1949 return EInventoryIconVisibility.HIDE_VICINITY;
1950 }
1951
1952 override void InitItemSounds()
1953 {
1954 super.InitItemSounds();
1955
1957 SoundParameters params = new SoundParameters();
1958 params.m_Loop = true;
1959
1960 if (GetFoldSoundset() != string.Empty)
1961 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1962 if (GetLoopFoldSoundset() != string.Empty)
1963 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1964 }
1965
1966 override string GetFoldSoundset()
1967 {
1968 return "putDown_FenceKit_SoundSet";
1969 }
1970
1971 override string GetLoopFoldSoundset()
1972 {
1973 return "Shelter_Site_Build_Loop_SoundSet";
1974 }
1975
1976 // --- SYNCHRONIZATION
1978 {
1979 if ( g_Game.IsServer() )
1980 {
1981 SetSynchDirty();
1982 }
1983 }
1984
1985 override void OnVariablesSynchronized()
1986 {
1987 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1988 super.OnVariablesSynchronized();
1989
1990 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1991 }
1992
1993 protected void OnSynchronizedClient()
1994 {
1995 //update parts
1997
1998 //update action on part
2000
2001 //update visuals (client)
2002 UpdateVisuals();
2003 }
2004
2005 //parts synchronization
2006 void RegisterPartForSync( int part_id )
2007 {
2008 //part_id must starts from index = 1
2009 int offset;
2010 int mask;
2011
2012 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2013 {
2014 offset = part_id - 1;
2015 mask = 1 << offset;
2016
2017 m_SyncParts01 = m_SyncParts01 | mask;
2018 }
2019 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2020 {
2021 offset = ( part_id % 32 );
2022 mask = 1 << offset;
2023
2024 m_SyncParts02 = m_SyncParts02 | mask;
2025 }
2026 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2027 {
2028 offset = ( part_id % 63 );
2029 mask = 1 << offset;
2030
2031 m_SyncParts03 = m_SyncParts03 | mask;
2032 }
2033 }
2034
2035 void UnregisterPartForSync( int part_id )
2036 {
2037 //part_id must starts from index = 1
2038 int offset;
2039 int mask;
2040
2041 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2042 {
2043 offset = part_id - 1;
2044 mask = 1 << offset;
2045
2046 m_SyncParts01 = m_SyncParts01 & ~mask;
2047 }
2048 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2049 {
2050 offset = ( part_id % 32 );
2051 mask = 1 << offset;
2052
2053 m_SyncParts02 = m_SyncParts02 & ~mask;
2054 }
2055 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2056 {
2057 offset = ( part_id % 63 );
2058 mask = 1 << offset;
2059
2060 m_SyncParts03 = m_SyncParts03 & ~mask;
2061 }
2062 }
2063
2064 bool IsPartBuildInSyncData( int part_id )
2065 {
2066 //part_id must starts from index = 1
2067 int offset;
2068 int mask;
2069
2070 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2071 {
2072 offset = part_id - 1;
2073 mask = 1 << offset;
2074
2075 if ( ( m_SyncParts01 & mask ) > 0 )
2076 {
2077 return true;
2078 }
2079 }
2080 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2081 {
2082 offset = ( part_id % 32 );
2083 mask = 1 << offset;
2084
2085 if ( ( m_SyncParts02 & mask ) > 0 )
2086 {
2087 return true;
2088 }
2089 }
2090 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2091 {
2092 offset = ( part_id % 63 );
2093 mask = 1 << offset;
2094
2095 if ( ( m_SyncParts03 & mask ) > 0 )
2096 {
2097 return true;
2098 }
2099 }
2100
2101 return false;
2102 }
2103
2104 protected void RegisterActionForSync( int part_id, int action_id )
2105 {
2106 m_InteractedPartId = part_id;
2107 m_PerformedActionId = action_id;
2108 }
2109
2110 protected void ResetActionSyncData()
2111 {
2112 //reset data
2113 m_InteractedPartId = -1;
2115 }
2116
2117 protected void SetActionFromSyncData()
2118 {
2119 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2120 {
2122 int build_action_id = m_PerformedActionId;
2123
2124 switch( build_action_id )
2125 {
2126 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2127 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2128 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2129 }
2130 }
2131 }
2132 //------
2133
2135 {
2136 string key = part.GetPartName();
2137 bool is_base = part.IsBase();
2138 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2139 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2140 if ( is_part_built_sync )
2141 {
2142 if ( !part.IsBuilt() )
2143 {
2144 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2145 GetConstruction().AddToConstructedParts( key );
2146 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2147
2148 if (is_base)
2149 {
2151 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2152 }
2153 }
2154 }
2155 else
2156 {
2157 if ( part.IsBuilt() )
2158 {
2159 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2160 GetConstruction().RemoveFromConstructedParts( key );
2161 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2162
2163 if (is_base)
2164 {
2166 AddProxyPhysics( ANIMATION_DEPLOYED );
2167 }
2168 }
2169 }
2170
2171 //check slot lock for material attachments
2172 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2173 }
2174
2175 //set construction parts based on synchronized data
2177 {
2178 Construction construction = GetConstruction();
2179 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2180
2181 for ( int i = 0; i < construction_parts.Count(); ++i )
2182 {
2183 string key = construction_parts.GetKey( i );
2184 ConstructionPart value = construction_parts.Get( key );
2185 SetPartFromSyncData(value);
2186 }
2187
2188 //regenerate navmesh
2189 UpdateNavmesh();
2190 }
2191
2192 protected ConstructionPart GetConstructionPartById( int id )
2193 {
2194 Construction construction = GetConstruction();
2195 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2196
2197 for ( int i = 0; i < construction_parts.Count(); ++i )
2198 {
2199 string key = construction_parts.GetKey( i );
2200 ConstructionPart value = construction_parts.Get( key );
2201
2202 if ( value.GetId() == id )
2203 {
2204 return value;
2205 }
2206 }
2207
2208 return NULL;
2209 }
2210 //
2211
2212 //Base
2213 bool HasBase()
2214 {
2215 return m_HasBase;
2216 }
2217
2218 void SetBaseState( bool has_base )
2219 {
2220 m_HasBase = has_base;
2221 }
2222
2223 override bool IsDeployable()
2224 {
2225 return true;
2226 }
2227
2228 bool IsOpened()
2229 {
2230 return false;
2231 }
2232
2233 //--- CONSTRUCTION KIT
2235 {
2236 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2237 if ( m_ConstructionKitHealth > 0 )
2238 {
2239 construction_kit.SetHealth( m_ConstructionKitHealth );
2240 }
2241
2242 return construction_kit;
2243 }
2244
2245 void CreateConstructionKitInHands(notnull PlayerBase player)
2246 {
2247 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2248 if ( m_ConstructionKitHealth > 0 )
2249 {
2250 construction_kit.SetHealth( m_ConstructionKitHealth );
2251 }
2252 }
2253
2254 protected vector GetKitSpawnPosition()
2255 {
2256 return GetPosition();
2257 }
2258
2259 protected string GetConstructionKitType()
2260 {
2261 return "";
2262 }
2263
2264 void DestroyConstructionKit( ItemBase construction_kit )
2265 {
2266 m_ConstructionKitHealth = construction_kit.GetHealth();
2267 g_Game.ObjectDelete( construction_kit );
2268 }
2269
2270 //--- CONSTRUCTION
2271 void DestroyConstruction()
2272 {
2273 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2274 g_Game.ObjectDelete( this );
2275 }
2276
2277 // --- EVENTS
2278 override void EEDelete(EntityAI parent)
2279 {
2280 super.EEDelete(parent);
2281
2282 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2283 {
2284 areaDamage.Destroy();
2285 }
2286
2287 }
2288
2289 override void OnStoreSave( ParamsWriteContext ctx )
2290 {
2291 super.OnStoreSave( ctx );
2292
2293 //sync parts 01
2294 ctx.Write( m_SyncParts01 );
2295 ctx.Write( m_SyncParts02 );
2296 ctx.Write( m_SyncParts03 );
2297
2298 ctx.Write( m_HasBase );
2299 }
2300
2301 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2302 {
2303 if ( !super.OnStoreLoad( ctx, version ) )
2304 return false;
2305
2306 //--- Base building data ---
2307 //Restore synced parts data
2308 if ( !ctx.Read( m_SyncParts01 ) )
2309 {
2310 m_SyncParts01 = 0; //set default
2311 return false;
2312 }
2313 if ( !ctx.Read( m_SyncParts02 ) )
2314 {
2315 m_SyncParts02 = 0; //set default
2316 return false;
2317 }
2318 if ( !ctx.Read( m_SyncParts03 ) )
2319 {
2320 m_SyncParts03 = 0; //set default
2321 return false;
2322 }
2323
2324 //has base
2325 if ( !ctx.Read( m_HasBase ) )
2326 {
2327 m_HasBase = false;
2328 return false;
2329 }
2330 //---
2331
2332 return true;
2333 }
2334
2335 override void AfterStoreLoad()
2336 {
2337 super.AfterStoreLoad();
2338
2340 {
2342 }
2343 }
2344
2346 {
2347 //update server data
2349
2350 //set base state
2351 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2352 SetBaseState( part.IsBuilt() ) ;
2353
2354 //synchronize after load
2356 }
2357
2358 override void OnCreatePhysics()
2359 {
2360 super.OnCreatePhysics();
2361
2362 ConstructionInit();
2364 }
2365
2366 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2367 {
2369 return;
2370
2371 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2372 }
2373
2374 override void EEOnAfterLoad()
2375 {
2377 {
2378 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2379 }
2380
2381 super.EEOnAfterLoad();
2382 }
2383
2384 override void EEItemAttached( EntityAI item, string slot_name )
2385 {
2386 super.EEItemAttached( item, slot_name );
2387
2388 CheckForHybridAttachments( item, slot_name );
2389 UpdateVisuals();
2390 UpdateAttachmentPhysics( slot_name, false );
2391 }
2392
2393 override void EEItemDetached( EntityAI item, string slot_name )
2394 {
2395 super.EEItemDetached( item, slot_name );
2396
2397 UpdateVisuals();
2398 UpdateAttachmentPhysics( slot_name, false );
2399 }
2400
2401 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2402 {
2403 string slot_name = InventorySlots.GetSlotName( slotId );
2404 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2405
2406 UpdateAttachmentVisuals( slot_name, locked );
2407 UpdateAttachmentPhysics( slot_name, locked );
2408 }
2409
2410 //ignore out of reach condition
2411 override bool IgnoreOutOfReachCondition()
2412 {
2413 return true;
2414 }
2415
2416 //CONSTRUCTION EVENTS
2417 //Build
2418 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2419 {
2420 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2421
2422 //check base state
2423 if (construtionPart.IsBase())
2424 {
2425 SetBaseState(true);
2426
2427 //spawn kit
2429 }
2430
2431 //register constructed parts for synchronization
2432 RegisterPartForSync(construtionPart.GetId());
2433
2434 //register action that was performed on part
2435 RegisterActionForSync(construtionPart.GetId(), action_id);
2436
2437 //synchronize
2439
2440 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2441
2442 UpdateNavmesh();
2443
2444 //update visuals
2445 UpdateVisuals();
2446
2447 //reset action sync data
2448 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2449 }
2450
2451 void OnPartBuiltClient(string part_name, int action_id)
2452 {
2453 //play sound
2454 SoundBuildStart( part_name );
2455 }
2456
2457 //Dismantle
2458 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2459 {
2460 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2461 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2462
2463 //register constructed parts for synchronization
2464 UnregisterPartForSync(construtionPart.GetId());
2465
2466 //register action that was performed on part
2467 RegisterActionForSync(construtionPart.GetId(), action_id);
2468
2469 //synchronize
2471
2472 // server part of sync, client will be synced from SetPartsFromSyncData
2473 SetPartFromSyncData(construtionPart);
2474
2475 UpdateNavmesh();
2476
2477 //update visuals
2478 UpdateVisuals();
2479
2480 //reset action sync data
2481 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2482
2483 //check base state
2484 if (construtionPart.IsBase())
2485 {
2486 //Destroy construction
2487 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2488 }
2489 }
2490
2491 void OnPartDismantledClient( string part_name, int action_id )
2492 {
2493 //play sound
2494 SoundDismantleStart( part_name );
2495 }
2496
2497 //Destroy
2498 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2499 {
2500 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2501 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2502
2503 //register constructed parts for synchronization
2504 UnregisterPartForSync(construtionPart.GetId());
2505
2506 //register action that was performed on part
2507 RegisterActionForSync(construtionPart.GetId(), action_id);
2508
2509 //synchronize
2511
2512 // server part of sync, client will be synced from SetPartsFromSyncData
2513 SetPartFromSyncData(construtionPart);
2514
2515 UpdateNavmesh();
2516
2517 //update visuals
2518 UpdateVisuals();
2519
2520 //reset action sync data
2521 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2522
2523 //check base state
2524 if (construtionPart.IsBase())
2525 {
2526 //Destroy construction
2527 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2528 }
2529 }
2530
2531 void OnPartDestroyedClient( string part_name, int action_id )
2532 {
2533 //play sound
2534 SoundDestroyStart( part_name );
2535 }
2536
2537 // --- UPDATE
2538 void InitBaseState()
2539 {
2540 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2541
2542 InitVisuals();
2543 UpdateNavmesh(); //regenerate navmesh
2544 }
2545
2546 void InitVisuals()
2547 {
2548 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2549 //check base
2550 if ( !HasBase() )
2551 {
2552 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2553 }
2554 else
2555 {
2556 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2557 }
2558
2559 GetConstruction().InitVisuals();
2560 }
2561
2562 void UpdateVisuals()
2563 {
2564 array<string> attachmentSlots = new array<string>;
2565
2566 GetAttachmentSlots(this, attachmentSlots);
2567 foreach (string slotName : attachmentSlots)
2568 {
2570 }
2571
2572 //check base
2573 if (!HasBase())
2574 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2575 else
2576 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2577
2578 GetConstruction().UpdateVisuals();
2579 }
2580
2581 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2582 {
2583 string slotNameMounted = slot_name + "_Mounted";
2584 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2585
2586 if (attachment)
2587 {
2588 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2589 if (barbedWire && barbedWire.IsMounted())
2590 CreateAreaDamage(slotNameMounted);
2591 else
2592 DestroyAreaDamage(slotNameMounted);
2593
2594 if (is_locked)
2595 {
2596 SetAnimationPhase(slotNameMounted, 0);
2597 SetAnimationPhase(slot_name, 1);
2598 }
2599 else
2600 {
2601 SetAnimationPhase(slotNameMounted, 1);
2602 SetAnimationPhase(slot_name, 0);
2603 }
2604 }
2605 else
2606 {
2607 SetAnimationPhase(slotNameMounted, 1);
2608 SetAnimationPhase(slot_name, 1);
2609
2610 DestroyAreaDamage(slotNameMounted);
2611 }
2612 }
2613
2614 // avoid calling this function on frequent occasions, it's a massive performance hit
2615 void UpdatePhysics()
2616 {
2618 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2619
2620 array<string> attachmentSlots = new array<string>;
2621 GetAttachmentSlots(this, attachmentSlots);
2622
2624 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2625
2626 foreach (string slotName : attachmentSlots)
2627 {
2629 }
2630
2631 //check base
2632 if (!HasBase())
2633 {
2635 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2636
2637 AddProxyPhysics(ANIMATION_DEPLOYED);
2638 }
2639 else
2640 {
2642 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2643
2644 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2645 }
2646
2647 GetConstruction().UpdatePhysics();
2648 UpdateNavmesh();
2649 }
2650
2651 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2652 {
2653 //checks for invalid appends; hotfix
2654 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2655 return;
2656 //----------------------------------
2657 string slot_name_mounted = slot_name + "_Mounted";
2658 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2659
2660 //remove proxy physics
2661 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2662 RemoveProxyPhysics( slot_name_mounted );
2663 RemoveProxyPhysics( slot_name );
2664
2665 if ( attachment )
2666 {
2667 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2668 if ( is_locked )
2669 {
2670 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2671 AddProxyPhysics( slot_name_mounted );
2672 }
2673 else
2674 {
2675 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2676 AddProxyPhysics( slot_name );
2677 }
2678 }
2679 }
2680
2681 protected void UpdateNavmesh()
2682 {
2683 SetAffectPathgraph( true, false );
2684 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2685 }
2686
2687 override bool CanUseConstruction()
2688 {
2689 return true;
2690 }
2691
2692 override bool CanUseConstructionBuild()
2693 {
2694 return true;
2695 }
2696
2697 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2698 {
2699 if ( attachment )
2700 {
2701 InventoryLocation inventory_location = new InventoryLocation;
2702 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2703
2704 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2705 }
2706
2707 return false;
2708 }
2709
2710 protected bool IsAttachmentSlotLocked( string slot_name )
2711 {
2712 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2713 }
2714
2715 //--- ATTACHMENT SLOTS
2716 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2717 {
2718 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2719 if ( g_Game.ConfigIsExisting( config_path ) )
2720 {
2721 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2722 }
2723 }
2724
2725 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2726 {
2727 return true;
2728 }
2729
2730 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2731 {
2732 return true;
2733 }
2734
2735 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2736 {
2737 return true;
2738 }
2739
2740 // --- INIT
2742 {
2743 m_Construction = new Construction(this);
2744 return m_Construction;
2745 }
2746
2748 {
2749 return m_Construction;
2750 }
2751
2753 {
2754 return Construction.Cast(m_Construction);
2755 }
2756
2758 {
2759 int attachment_count = GetInventory().AttachmentCount();
2760 if ( attachment_count > 0 )
2761 {
2762 if ( HasBase() && attachment_count == 1 )
2763 {
2764 return false;
2765 }
2766
2767 return true;
2768 }
2769
2770 return false;
2771 }
2772
2773 override bool ShowZonesHealth()
2774 {
2775 return true;
2776 }
2777
2778 override bool IsTakeable()
2779 {
2780 return false;
2781 }
2782
2783 //this into/outo parent.Cargo
2784 override bool CanPutInCargo( EntityAI parent )
2785 {
2786 return false;
2787 }
2788
2789 override bool CanRemoveFromCargo( EntityAI parent )
2790 {
2791 return false;
2792 }
2793
2794 //hands
2795 override bool CanPutIntoHands( EntityAI parent )
2796 {
2797 return false;
2798 }
2799
2800 //--- ACTION CONDITIONS
2801 //direction
2802 override bool IsFacingPlayer( PlayerBase player, string selection )
2803 {
2804 return true;
2805 }
2806
2807 override bool IsPlayerInside( PlayerBase player, string selection )
2808 {
2809 return true;
2810 }
2811
2814 {
2815 return false;
2816 }
2817
2818 //roof check
2819 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2820 {
2821 return false;
2822 }
2823
2824 //selection->player distance check
2825 bool HasProperDistance( string selection, PlayerBase player )
2826 {
2827 return true;
2828 }
2829
2830 //folding
2832 {
2833 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2834 {
2835 return false;
2836 }
2837
2838 return true;
2839 }
2840
2842 {
2845
2846 return item;
2847 }
2848
2849 //Damage triggers (barbed wire)
2850 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2851 {
2852 if ( g_Game && g_Game.IsServer() )
2853 {
2854 //destroy area damage if some already exists
2855 DestroyAreaDamage( slot_name );
2856
2857 //create new area damage
2859 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2860
2861 vector min_max[2];
2862 if ( MemoryPointExists( slot_name + "_min" ) )
2863 {
2864 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2865 }
2866 if ( MemoryPointExists( slot_name + "_max" ) )
2867 {
2868 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2869 }
2870
2871 //get proper trigger extents (min<max)
2872 vector extents[2];
2873 GetConstruction().GetTriggerExtents( min_max, extents );
2874
2875 //get box center
2876 vector center;
2877 center = GetConstruction().GetBoxCenter( min_max );
2878 center = ModelToWorld( center );
2879
2880 //rotate center if needed
2882 CalcDamageAreaRotation( rotation_angle, center, orientation );
2883
2884 areaDamage.SetExtents( extents[0], extents[1] );
2885 areaDamage.SetAreaPosition( center );
2886 areaDamage.SetAreaOrientation( orientation );
2887 areaDamage.SetLoopInterval( 1.0 );
2888 areaDamage.SetDeferDuration( 0.2 );
2889 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2890 areaDamage.SetAmmoName( "BarbedWireHit" );
2891 areaDamage.Spawn();
2892
2893 m_DamageTriggers.Insert( slot_name, areaDamage );
2894 }
2895 }
2896
2897 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2898 {
2899 if ( angle_deg != 0 )
2900 {
2901 //orientation
2902 orientation[0] = orientation[0] - angle_deg;
2903
2904 //center
2905 vector rotate_axis;
2906 if ( MemoryPointExists( "rotate_axis" ) )
2907 {
2908 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2909 }
2910 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];
2911 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];
2912 center[0] = r_center_x;
2913 center[2] = r_center_z;
2914 }
2915 }
2916
2917 void DestroyAreaDamage( string slot_name )
2918 {
2919 if (g_Game && g_Game.IsServer())
2920 {
2922 if (m_DamageTriggers.Find(slot_name, areaDamage))
2923 {
2924 if (areaDamage)
2925 {
2926 areaDamage.Destroy();
2927 }
2928
2929 m_DamageTriggers.Remove( slot_name );
2930 }
2931 }
2932 }
2933
2934 override bool IsIgnoredByConstruction()
2935 {
2936 return true;
2937 }
2938
2939 //================================================================
2940 // SOUNDS
2941 //================================================================
2942 protected void SoundBuildStart( string part_name )
2943 {
2944 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2945 }
2946
2947 protected void SoundDismantleStart( string part_name )
2948 {
2949 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2950 }
2951
2952 protected void SoundDestroyStart( string part_name )
2953 {
2954 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2955 }
2956
2957 protected string GetBuildSoundByMaterial( string part_name )
2958 {
2959 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2960
2961 switch ( material_type )
2962 {
2963 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2964 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2965 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2966 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2967 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2968 }
2969
2970 return "";
2971 }
2972
2973 protected string GetDismantleSoundByMaterial( string part_name )
2974 {
2975 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2976
2977 switch ( material_type )
2978 {
2979 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2980 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2981 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2982 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2983 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2984 }
2985
2986 return "";
2987 }
2988
2989 //misc
2990 void CheckForHybridAttachments( EntityAI item, string slot_name )
2991 {
2992 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2993 {
2994 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2995 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2996 {
2997 SetHealth(slot_name,"Health",item.GetHealth());
2998 }
2999 }
3000 }
3001
3002 override int GetDamageSystemVersionChange()
3003 {
3004 return 111;
3005 }
3006
3007 override void SetActions()
3008 {
3009 super.SetActions();
3010
3014 }
3015
3016 protected void DestroyConstructedParts()
3017 {
3018 Construction construction = GetConstruction();
3019 if (!construction)
3020 return;
3021
3022 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3023 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3024 {
3025 ConstructionPart part = constructionParts.GetElement(i);
3026 if (part && part.IsBuilt() && !part.IsUtilityPart())
3027 {
3028 construction.DestroyPartServer(null, part.GetPartName(), -1);
3029 }
3030 }
3031 }
3032
3033 protected void HandleFallingForConstructedParts()
3034 {
3035 Construction construction = GetConstruction();
3036 if (!construction)
3037 return;
3038
3039 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3040 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3041 {
3042 ConstructionPart part = constructionParts.GetElement(i);
3043 if (part && part.IsBuilt() && !part.IsUtilityPart())
3044 {
3045 construction.HandleEntityFalling(part.GetPartName());
3046 }
3047 }
3048 }
3049
3051 override void OnItemFallRebuilding()
3052 {
3053 if (!g_Game.IsServer())
3054 return;
3055
3058
3059 if (DestroyOnFall())
3060 {
3062 {
3064 }
3065 else
3066 {
3068 {
3070 }
3071 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3072 }
3073 }
3074 }
3075
3077 {
3078 if (HasAnyAttachmentsOrCargo())
3079 {
3081 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3082 }
3083 }
3084
3085 //================================================================
3086 // DEBUG
3087 //================================================================
3088
3091 {
3092 return null;
3093 }
3094
3095 override void OnDebugSpawn()
3096 {
3097 FullyBuild();
3098 }
3099
3100 void FullyBuild()
3101 {
3103 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3104
3105 Man p;
3106
3107 #ifdef SERVER
3108 array<Man> players = new array<Man>;
3109 g_Game.GetWorld().GetPlayerList(players);
3110 if (players.Count())
3111 p = players[0];
3112 #else
3113 p = g_Game.GetPlayer();
3114 #endif
3115
3116 foreach (ConstructionPart part : parts)
3117 {
3118 bool excluded = false;
3119 string partName = part.GetPartName();
3120 if (excludes)
3121 {
3122 foreach (string exclude : excludes)
3123 {
3124 if (partName.Contains(exclude))
3125 {
3126 excluded = true;
3127 break;
3128 }
3129 }
3130 }
3131
3132 if (!excluded)
3133 {
3134 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3135 }
3136 }
3137
3138 GetConstruction().UpdateVisuals();
3139 }
3140
3142 //Deprecated code playpen//
3144 [Obsolete("handled in the Construction component directly")]
3145 protected void HandleItemFalling(ConstructionPart part)
3146 {
3147 }
3148
3149 [Obsolete("handled in the Construction component directly")]
3150 protected void ItemFall(vector min, vector max)
3151 {
3152 }
3153
3154 [Obsolete("obsolete debug method")]
3155 protected void DebugCustomState()
3156 {
3157 }
3158}
3159
3160void bsbDebugPrint (string s)
3161{
3162#ifdef BSB_DEBUG
3163 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3164#else
3165 //Print("" + s); // comment/uncomment to hide/see debug logs
3166#endif
3167}
3168void bsbDebugSpam (string s)
3169{
3170#ifdef BSB_DEBUG_SPAM
3171 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3172#else
3173 //Print("" + s); // comment/uncomment to hide/see debug logs
3174#endif
3175}
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::SetActionFromSyncData().