DayZ 1.30
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◆ HasProperDistance()

bool bsbDebugPrint::HasProperDistance ( string selection,
PlayerBase player )
protected

См. определение в файле BaseBuildingBase.c строка 2244

2246{
2247 const string ANIMATION_DEPLOYED = "Deployed";
2248
2249 float m_ConstructionKitHealth; //stored health value for used construction kit
2250
2251 bool m_HasBase;
2252 //variables for synchronization of base building parts (2x31 is the current limit)
2253 int m_SyncParts01; //synchronization for already built parts (31 parts)
2254 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2255 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2256 int m_InteractedPartId; //construction part id that an action was performed on
2257 int m_PerformedActionId; //action id that was performed on a construction part
2258 protected ref ConstructionBasic m_Construction;
2259
2260 //Sounds
2261 //build
2262 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2263 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2264 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2265 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2266 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2267 //dismantle
2268 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2269 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2270 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2271 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2272 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2273
2274 protected EffectSound m_Sound;
2275
2279
2280 // Constructor
2281 void BaseBuildingBase()
2282 {
2284
2285 //synchronized variables
2286 RegisterNetSyncVariableInt( "m_SyncParts01" );
2287 RegisterNetSyncVariableInt( "m_SyncParts02" );
2288 RegisterNetSyncVariableInt( "m_SyncParts03" );
2289 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2290 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2291 RegisterNetSyncVariableBool( "m_HasBase" );
2292
2293 //Construction init
2294 ConstructionInit();
2295
2296 if (ConfigIsExisting("hybridAttachments"))
2297 {
2299 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2300 }
2301 if (ConfigIsExisting("mountables"))
2302 {
2304 ConfigGetTextArray("mountables", m_Mountables);
2305 }
2306
2307 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2308 SetAllowDamage(true);
2309 }
2310
2311 override string GetInvulnerabilityTypeString()
2312 {
2313 return "disableBaseDamage";
2314 }
2315
2316 override bool CanObstruct()
2317 {
2318 return true;
2319 }
2320
2321 override int GetHideIconMask()
2322 {
2323 return EInventoryIconVisibility.HIDE_VICINITY;
2324 }
2325
2326 override void InitItemSounds()
2327 {
2328 super.InitItemSounds();
2329
2331 SoundParameters params = new SoundParameters();
2332 params.m_Loop = true;
2333
2334 if (GetFoldSoundset() != string.Empty)
2335 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2336 if (GetLoopFoldSoundset() != string.Empty)
2337 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2338 }
2339
2340 override string GetFoldSoundset()
2341 {
2342 return "putDown_FenceKit_SoundSet";
2343 }
2344
2345 override string GetLoopFoldSoundset()
2346 {
2347 return "Shelter_Site_Build_Loop_SoundSet";
2348 }
2349
2350 // --- SYNCHRONIZATION
2352 {
2353 if ( g_Game.IsServer() )
2354 {
2355 SetSynchDirty();
2356 }
2357 }
2358
2359 override void OnVariablesSynchronized()
2360 {
2361 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2362 super.OnVariablesSynchronized();
2363
2364 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2365 }
2366
2367 protected void OnSynchronizedClient()
2368 {
2369 //update parts
2371
2372 //update action on part
2374
2375 //update visuals (client)
2376 UpdateVisuals();
2377 }
2378
2379 //parts synchronization
2380 void RegisterPartForSync( int part_id )
2381 {
2382 //part_id must starts from index = 1
2383 int offset;
2384 int mask;
2385
2386 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2387 {
2388 offset = part_id - 1;
2389 mask = 1 << offset;
2390
2391 m_SyncParts01 = m_SyncParts01 | mask;
2392 }
2393 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2394 {
2395 offset = ( part_id % 32 );
2396 mask = 1 << offset;
2397
2398 m_SyncParts02 = m_SyncParts02 | mask;
2399 }
2400 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2401 {
2402 offset = ( part_id % 63 );
2403 mask = 1 << offset;
2404
2405 m_SyncParts03 = m_SyncParts03 | mask;
2406 }
2407 }
2408
2409 void UnregisterPartForSync( int part_id )
2410 {
2411 //part_id must starts from index = 1
2412 int offset;
2413 int mask;
2414
2415 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2416 {
2417 offset = part_id - 1;
2418 mask = 1 << offset;
2419
2420 m_SyncParts01 = m_SyncParts01 & ~mask;
2421 }
2422 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2423 {
2424 offset = ( part_id % 32 );
2425 mask = 1 << offset;
2426
2427 m_SyncParts02 = m_SyncParts02 & ~mask;
2428 }
2429 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2430 {
2431 offset = ( part_id % 63 );
2432 mask = 1 << offset;
2433
2434 m_SyncParts03 = m_SyncParts03 & ~mask;
2435 }
2436 }
2437
2438 bool IsPartBuildInSyncData( int part_id )
2439 {
2440 //part_id must starts from index = 1
2441 int offset;
2442 int mask;
2443
2444 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2445 {
2446 offset = part_id - 1;
2447 mask = 1 << offset;
2448
2449 if ( ( m_SyncParts01 & mask ) > 0 )
2450 {
2451 return true;
2452 }
2453 }
2454 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2455 {
2456 offset = ( part_id % 32 );
2457 mask = 1 << offset;
2458
2459 if ( ( m_SyncParts02 & mask ) > 0 )
2460 {
2461 return true;
2462 }
2463 }
2464 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2465 {
2466 offset = ( part_id % 63 );
2467 mask = 1 << offset;
2468
2469 if ( ( m_SyncParts03 & mask ) > 0 )
2470 {
2471 return true;
2472 }
2473 }
2474
2475 return false;
2476 }
2477
2478 protected void RegisterActionForSync( int part_id, int action_id )
2479 {
2480 m_InteractedPartId = part_id;
2481 m_PerformedActionId = action_id;
2482 }
2483
2484 protected void ResetActionSyncData()
2485 {
2486 //reset data
2487 m_InteractedPartId = -1;
2489 }
2490
2491 protected void SetActionFromSyncData()
2492 {
2493 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2494 {
2496 int build_action_id = m_PerformedActionId;
2497
2498 switch( build_action_id )
2499 {
2500 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2501 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2502 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2503 }
2504 }
2505 }
2506 //------
2507
2509 {
2510 string key = part.GetPartName();
2511 bool is_base = part.IsBase();
2512 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2513 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2514 if ( is_part_built_sync )
2515 {
2516 if ( !part.IsBuilt() )
2517 {
2518 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2519 GetConstruction().AddToConstructedParts( key );
2520 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2521
2522 if (is_base)
2523 {
2525 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2526 }
2527 }
2528 }
2529 else
2530 {
2531 if ( part.IsBuilt() )
2532 {
2533 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2534 GetConstruction().RemoveFromConstructedParts( key );
2535 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2536
2537 if (is_base)
2538 {
2540 AddProxyPhysics( ANIMATION_DEPLOYED );
2541 }
2542 }
2543 }
2544
2545 //check slot lock for material attachments
2546 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2547 }
2548
2549 //set construction parts based on synchronized data
2551 {
2552 Construction construction = GetConstruction();
2553 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2554
2555 for ( int i = 0; i < construction_parts.Count(); ++i )
2556 {
2557 string key = construction_parts.GetKey( i );
2558 ConstructionPart value = construction_parts.Get( key );
2559 SetPartFromSyncData(value);
2560 }
2561
2562 //regenerate navmesh
2563 UpdateNavmesh();
2564 }
2565
2566 protected ConstructionPart GetConstructionPartById( int id )
2567 {
2568 Construction construction = GetConstruction();
2569 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2570
2571 for ( int i = 0; i < construction_parts.Count(); ++i )
2572 {
2573 string key = construction_parts.GetKey( i );
2574 ConstructionPart value = construction_parts.Get( key );
2575
2576 if ( value.GetId() == id )
2577 {
2578 return value;
2579 }
2580 }
2581
2582 return NULL;
2583 }
2584 //
2585
2586 //Base
2587 bool HasBase()
2588 {
2589 return m_HasBase;
2590 }
2591
2592 void SetBaseState( bool has_base )
2593 {
2594 m_HasBase = has_base;
2595 }
2596
2597 override bool IsDeployable()
2598 {
2599 return true;
2600 }
2601
2602 bool IsOpened()
2603 {
2604 return false;
2605 }
2606
2607 //--- CONSTRUCTION KIT
2609 {
2610 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2611 if ( m_ConstructionKitHealth > 0 )
2612 {
2613 construction_kit.SetHealth( m_ConstructionKitHealth );
2614 }
2615
2616 return construction_kit;
2617 }
2618
2619 void CreateConstructionKitInHands(notnull PlayerBase player)
2620 {
2621 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2622 if ( m_ConstructionKitHealth > 0 )
2623 {
2624 construction_kit.SetHealth( m_ConstructionKitHealth );
2625 }
2626 }
2627
2628 protected vector GetKitSpawnPosition()
2629 {
2630 return GetPosition();
2631 }
2632
2633 protected string GetConstructionKitType()
2634 {
2635 return "";
2636 }
2637
2638 void DestroyConstructionKit( ItemBase construction_kit )
2639 {
2640 m_ConstructionKitHealth = construction_kit.GetHealth();
2641 g_Game.ObjectDelete( construction_kit );
2642 }
2643
2644 //--- CONSTRUCTION
2645 void DestroyConstruction()
2646 {
2647 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2648 g_Game.ObjectDelete( this );
2649 }
2650
2651 // --- EVENTS
2652 override void EEDelete(EntityAI parent)
2653 {
2654 super.EEDelete(parent);
2655
2656 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2657 {
2658 areaDamage.Destroy();
2659 }
2660
2661 }
2662
2663 override void OnStoreSave( ParamsWriteContext ctx )
2664 {
2665 super.OnStoreSave( ctx );
2666
2667 //sync parts 01
2668 ctx.Write( m_SyncParts01 );
2669 ctx.Write( m_SyncParts02 );
2670 ctx.Write( m_SyncParts03 );
2671
2672 ctx.Write( m_HasBase );
2673 }
2674
2675 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2676 {
2677 if ( !super.OnStoreLoad( ctx, version ) )
2678 return false;
2679
2680 //--- Base building data ---
2681 //Restore synced parts data
2682 if ( !ctx.Read( m_SyncParts01 ) )
2683 {
2684 m_SyncParts01 = 0; //set default
2685 return false;
2686 }
2687 if ( !ctx.Read( m_SyncParts02 ) )
2688 {
2689 m_SyncParts02 = 0; //set default
2690 return false;
2691 }
2692 if ( !ctx.Read( m_SyncParts03 ) )
2693 {
2694 m_SyncParts03 = 0; //set default
2695 return false;
2696 }
2697
2698 //has base
2699 if ( !ctx.Read( m_HasBase ) )
2700 {
2701 m_HasBase = false;
2702 return false;
2703 }
2704 //---
2705
2706 return true;
2707 }
2708
2709 override void AfterStoreLoad()
2710 {
2711 super.AfterStoreLoad();
2712
2714 {
2716 }
2717 }
2718
2720 {
2721 //update server data
2723
2724 //set base state
2725 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2726 SetBaseState( part.IsBuilt() ) ;
2727
2728 //synchronize after load
2730 }
2731
2732 override void OnCreatePhysics()
2733 {
2734 super.OnCreatePhysics();
2735
2736 ConstructionInit();
2738 }
2739
2740 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2741 {
2743 return;
2744
2745 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2746 }
2747
2748 override void EEOnAfterLoad()
2749 {
2751 {
2752 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2753 }
2754
2755 super.EEOnAfterLoad();
2756 }
2757
2758 override void EEItemAttached( EntityAI item, string slot_name )
2759 {
2760 super.EEItemAttached( item, slot_name );
2761
2762 CheckForHybridAttachments( item, slot_name );
2763 UpdateVisuals();
2764 UpdateAttachmentPhysics( slot_name, false );
2765 }
2766
2767 override void EEItemDetached( EntityAI item, string slot_name )
2768 {
2769 super.EEItemDetached( item, slot_name );
2770
2771 UpdateVisuals();
2772 UpdateAttachmentPhysics( slot_name, false );
2773 }
2774
2775 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2776 {
2777 string slot_name = InventorySlots.GetSlotName( slotId );
2778 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2779
2780 UpdateAttachmentVisuals( slot_name, locked );
2781 UpdateAttachmentPhysics( slot_name, locked );
2782 }
2783
2784 //ignore out of reach condition
2785 override bool IgnoreOutOfReachCondition()
2786 {
2787 return true;
2788 }
2789
2790 //CONSTRUCTION EVENTS
2791 //Build
2792 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2793 {
2794 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2795
2796 //check base state
2797 if (construtionPart.IsBase())
2798 {
2799 SetBaseState(true);
2800
2801 //spawn kit
2803 }
2804
2805 //register constructed parts for synchronization
2806 RegisterPartForSync(construtionPart.GetId());
2807
2808 //register action that was performed on part
2809 RegisterActionForSync(construtionPart.GetId(), action_id);
2810
2811 //synchronize
2813
2814 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2815
2816 UpdateNavmesh();
2817
2818 //update visuals
2819 UpdateVisuals();
2820
2821 //reset action sync data
2822 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2823 }
2824
2825 void OnPartBuiltClient(string part_name, int action_id)
2826 {
2827 //play sound
2828 SoundBuildStart( part_name );
2829 }
2830
2831 //Dismantle
2832 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2833 {
2834 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2835 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2836
2837 //register constructed parts for synchronization
2838 UnregisterPartForSync(construtionPart.GetId());
2839
2840 //register action that was performed on part
2841 RegisterActionForSync(construtionPart.GetId(), action_id);
2842
2843 //synchronize
2845
2846 // server part of sync, client will be synced from SetPartsFromSyncData
2847 SetPartFromSyncData(construtionPart);
2848
2849 UpdateNavmesh();
2850
2851 //update visuals
2852 UpdateVisuals();
2853
2854 //reset action sync data
2855 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2856
2857 //check base state
2858 if (construtionPart.IsBase())
2859 {
2860 //Destroy construction
2861 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2862 }
2863 }
2864
2865 void OnPartDismantledClient( string part_name, int action_id )
2866 {
2867 //play sound
2868 SoundDismantleStart( part_name );
2869 }
2870
2871 //Destroy
2872 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2873 {
2874 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2875 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2876
2877 //register constructed parts for synchronization
2878 UnregisterPartForSync(construtionPart.GetId());
2879
2880 //register action that was performed on part
2881 RegisterActionForSync(construtionPart.GetId(), action_id);
2882
2883 //synchronize
2885
2886 // server part of sync, client will be synced from SetPartsFromSyncData
2887 SetPartFromSyncData(construtionPart);
2888
2889 UpdateNavmesh();
2890
2891 //update visuals
2892 UpdateVisuals();
2893
2894 //reset action sync data
2895 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2896
2897 //check base state
2898 if (construtionPart.IsBase())
2899 {
2900 //Destroy construction
2901 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2902 }
2903 }
2904
2905 void OnPartDestroyedClient( string part_name, int action_id )
2906 {
2907 //play sound
2908 SoundDestroyStart( part_name );
2909 }
2910
2911 // --- UPDATE
2912 void InitBaseState()
2913 {
2914 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2915
2916 InitVisuals();
2917 UpdateNavmesh(); //regenerate navmesh
2918 }
2919
2920 void InitVisuals()
2921 {
2922 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2923 //check base
2924 if ( !HasBase() )
2925 {
2926 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2927 }
2928 else
2929 {
2930 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2931 }
2932
2933 GetConstruction().InitVisuals();
2934 }
2935
2936 void UpdateVisuals()
2937 {
2938 array<string> attachmentSlots = new array<string>;
2939
2940 GetAttachmentSlots(this, attachmentSlots);
2941 foreach (string slotName : attachmentSlots)
2942 {
2944 }
2945
2946 //check base
2947 if (!HasBase())
2948 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2949 else
2950 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2951
2952 GetConstruction().UpdateVisuals();
2953 }
2954
2955 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2956 {
2957 string slotNameMounted = slot_name + "_Mounted";
2958 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2959
2960 if (attachment)
2961 {
2962 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2963 if (barbedWire && barbedWire.IsMounted())
2964 CreateAreaDamage(slotNameMounted);
2965 else
2966 DestroyAreaDamage(slotNameMounted);
2967
2968 if (is_locked)
2969 {
2970 SetAnimationPhase(slotNameMounted, 0);
2971 SetAnimationPhase(slot_name, 1);
2972 }
2973 else
2974 {
2975 SetAnimationPhase(slotNameMounted, 1);
2976 SetAnimationPhase(slot_name, 0);
2977 }
2978 }
2979 else
2980 {
2981 SetAnimationPhase(slotNameMounted, 1);
2982 SetAnimationPhase(slot_name, 1);
2983
2984 DestroyAreaDamage(slotNameMounted);
2985 }
2986 }
2987
2988 // avoid calling this function on frequent occasions, it's a massive performance hit
2989 void UpdatePhysics()
2990 {
2992 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2993
2994 array<string> attachmentSlots = new array<string>;
2995 GetAttachmentSlots(this, attachmentSlots);
2996
2998 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2999
3000 foreach (string slotName : attachmentSlots)
3001 {
3003 }
3004
3005 //check base
3006 if (!HasBase())
3007 {
3009 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3010
3011 AddProxyPhysics(ANIMATION_DEPLOYED);
3012 }
3013 else
3014 {
3016 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3017
3018 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3019 }
3020
3021 GetConstruction().UpdatePhysics();
3022 UpdateNavmesh();
3023 }
3024
3025 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3026 {
3027 //checks for invalid appends; hotfix
3028 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3029 return;
3030 //----------------------------------
3031 string slot_name_mounted = slot_name + "_Mounted";
3032 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3033
3034 //remove proxy physics
3035 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3036 RemoveProxyPhysics( slot_name_mounted );
3037 RemoveProxyPhysics( slot_name );
3038
3039 if ( attachment )
3040 {
3041 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3042 if ( is_locked )
3043 {
3044 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3045 AddProxyPhysics( slot_name_mounted );
3046 }
3047 else
3048 {
3049 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3050 AddProxyPhysics( slot_name );
3051 }
3052 }
3053 }
3054
3055 protected void UpdateNavmesh()
3056 {
3057 SetAffectPathgraph( true, false );
3058 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3059 }
3060
3061 override bool CanUseConstruction()
3062 {
3063 return true;
3064 }
3065
3066 override bool CanUseConstructionBuild()
3067 {
3068 return true;
3069 }
3070
3071 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3072 {
3073 if ( attachment )
3074 {
3075 InventoryLocation inventory_location = new InventoryLocation;
3076 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3077
3078 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3079 }
3080
3081 return false;
3082 }
3083
3084 protected bool IsAttachmentSlotLocked( string slot_name )
3085 {
3086 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3087 }
3088
3089 //--- ATTACHMENT SLOTS
3090 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3091 {
3092 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3093 if ( g_Game.ConfigIsExisting( config_path ) )
3094 {
3095 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3096 }
3097 }
3098
3099 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3100 {
3101 return true;
3102 }
3103
3104 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3105 {
3106 return true;
3107 }
3108
3109 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3110 {
3111 return true;
3112 }
3113
3114 // --- INIT
3116 {
3117 m_Construction = new Construction(this);
3118 return m_Construction;
3119 }
3120
3122 {
3123 return m_Construction;
3124 }
3125
3127 {
3128 return Construction.Cast(m_Construction);
3129 }
3130
3132 {
3133 int attachment_count = GetInventory().AttachmentCount();
3134 if ( attachment_count > 0 )
3135 {
3136 if ( HasBase() && attachment_count == 1 )
3137 {
3138 return false;
3139 }
3140
3141 return true;
3142 }
3143
3144 return false;
3145 }
3146
3147 override bool ShowZonesHealth()
3148 {
3149 return true;
3150 }
3151
3152 override bool IsTakeable()
3153 {
3154 return false;
3155 }
3156
3157 //this into/outo parent.Cargo
3158 override bool CanPutInCargo( EntityAI parent )
3159 {
3160 return false;
3161 }
3162
3163 override bool CanRemoveFromCargo( EntityAI parent )
3164 {
3165 return false;
3166 }
3167
3168 //hands
3169 override bool CanPutIntoHands( EntityAI parent )
3170 {
3171 return false;
3172 }
3173
3174 //--- ACTION CONDITIONS
3175 //direction
3176 override bool IsFacingPlayer( PlayerBase player, string selection )
3177 {
3178 return true;
3179 }
3180
3181 override bool IsPlayerInside( PlayerBase player, string selection )
3182 {
3183 return true;
3184 }
3185
3188 {
3189 return false;
3190 }
3191
3192 //roof check
3193 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3194 {
3195 return false;
3196 }
3197
3198 //selection->player distance check
3199 bool HasProperDistance( string selection, PlayerBase player )
3200 {
3201 return true;
3202 }
3203
3204 //folding
3206 {
3207 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3208 {
3209 return false;
3210 }
3211
3212 return true;
3213 }
3214
3216 {
3219
3220 return item;
3221 }
3222
3223 //Damage triggers (barbed wire)
3224 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3225 {
3226 if ( g_Game && g_Game.IsServer() )
3227 {
3228 //destroy area damage if some already exists
3229 DestroyAreaDamage( slot_name );
3230
3231 //create new area damage
3233 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3234
3235 vector min_max[2];
3236 if ( MemoryPointExists( slot_name + "_min" ) )
3237 {
3238 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3239 }
3240 if ( MemoryPointExists( slot_name + "_max" ) )
3241 {
3242 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3243 }
3244
3245 //get proper trigger extents (min<max)
3246 vector extents[2];
3247 GetConstruction().GetTriggerExtents( min_max, extents );
3248
3249 //get box center
3250 vector center;
3251 center = GetConstruction().GetBoxCenter( min_max );
3252 center = ModelToWorld( center );
3253
3254 //rotate center if needed
3256 CalcDamageAreaRotation( rotation_angle, center, orientation );
3257
3258 areaDamage.SetExtents( extents[0], extents[1] );
3259 areaDamage.SetAreaPosition( center );
3260 areaDamage.SetAreaOrientation( orientation );
3261 areaDamage.SetLoopInterval( 1.0 );
3262 areaDamage.SetDeferDuration( 0.2 );
3263 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3264 areaDamage.SetAmmoName( "BarbedWireHit" );
3265 areaDamage.Spawn();
3266
3267 m_DamageTriggers.Insert( slot_name, areaDamage );
3268 }
3269 }
3270
3271 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3272 {
3273 if ( angle_deg != 0 )
3274 {
3275 //orientation
3276 orientation[0] = orientation[0] - angle_deg;
3277
3278 //center
3279 vector rotate_axis;
3280 if ( MemoryPointExists( "rotate_axis" ) )
3281 {
3282 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3283 }
3284 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];
3285 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];
3286 center[0] = r_center_x;
3287 center[2] = r_center_z;
3288 }
3289 }
3290
3291 void DestroyAreaDamage( string slot_name )
3292 {
3293 if (g_Game && g_Game.IsServer())
3294 {
3296 if (m_DamageTriggers.Find(slot_name, areaDamage))
3297 {
3298 if (areaDamage)
3299 {
3300 areaDamage.Destroy();
3301 }
3302
3303 m_DamageTriggers.Remove( slot_name );
3304 }
3305 }
3306 }
3307
3308 override bool IsIgnoredByConstruction()
3309 {
3310 return true;
3311 }
3312
3313 //================================================================
3314 // SOUNDS
3315 //================================================================
3316 protected void SoundBuildStart( string part_name )
3317 {
3318 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3319 }
3320
3321 protected void SoundDismantleStart( string part_name )
3322 {
3323 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3324 }
3325
3326 protected void SoundDestroyStart( string part_name )
3327 {
3328 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3329 }
3330
3331 protected string GetBuildSoundByMaterial( string part_name )
3332 {
3333 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3334
3335 switch ( material_type )
3336 {
3337 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3338 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3339 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3340 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3341 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3342 }
3343
3344 return "";
3345 }
3346
3347 protected string GetDismantleSoundByMaterial( string part_name )
3348 {
3349 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3350
3351 switch ( material_type )
3352 {
3353 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3354 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3355 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3356 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3357 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3358 }
3359
3360 return "";
3361 }
3362
3363 //misc
3364 void CheckForHybridAttachments( EntityAI item, string slot_name )
3365 {
3366 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3367 {
3368 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3369 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3370 {
3371 SetHealth(slot_name,"Health",item.GetHealth());
3372 }
3373 }
3374 }
3375
3376 override int GetDamageSystemVersionChange()
3377 {
3378 return 111;
3379 }
3380
3381 override void SetActions()
3382 {
3383 super.SetActions();
3384
3388 }
3389
3390 protected void DestroyConstructedParts()
3391 {
3392 Construction construction = GetConstruction();
3393 if (!construction)
3394 return;
3395
3396 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3397 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3398 {
3399 ConstructionPart part = constructionParts.GetElement(i);
3400 if (part && part.IsBuilt() && !part.IsUtilityPart())
3401 {
3402 construction.DestroyPartServer(null, part.GetPartName(), -1);
3403 }
3404 }
3405 }
3406
3407 protected void HandleFallingForConstructedParts()
3408 {
3409 Construction construction = GetConstruction();
3410 if (!construction)
3411 return;
3412
3413 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3414 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3415 {
3416 ConstructionPart part = constructionParts.GetElement(i);
3417 if (part && part.IsBuilt() && !part.IsUtilityPart())
3418 {
3419 construction.HandleEntityFalling(part.GetPartName());
3420 }
3421 }
3422 }
3423
3425 override void OnItemFallRebuilding()
3426 {
3427 if (!g_Game.IsServer())
3428 return;
3429
3432
3433 if (DestroyOnFall())
3434 {
3436 {
3438 }
3439 else
3440 {
3442 {
3444 }
3445 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3446 }
3447 }
3448 }
3449
3451 {
3452 if (HasAnyAttachmentsOrCargo())
3453 {
3455 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3456 }
3457 }
3458
3459 //================================================================
3460 // DEBUG
3461 //================================================================
3462
3465 {
3466 return null;
3467 }
3468
3469 override void OnDebugSpawn()
3470 {
3471 FullyBuild();
3472 }
3473
3474 void FullyBuild()
3475 {
3477 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3478
3479 Man p;
3480
3481 #ifdef SERVER
3482 array<Man> players = new array<Man>;
3483 g_Game.GetWorld().GetPlayerList(players);
3484 if (players.Count())
3485 p = players[0];
3486 #else
3487 p = g_Game.GetPlayer();
3488 #endif
3489
3490 foreach (ConstructionPart part : parts)
3491 {
3492 bool excluded = false;
3493 string partName = part.GetPartName();
3494 if (excludes)
3495 {
3496 foreach (string exclude : excludes)
3497 {
3498 if (partName.Contains(exclude))
3499 {
3500 excluded = true;
3501 break;
3502 }
3503 }
3504 }
3505
3506 if (!excluded)
3507 {
3508 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3509 }
3510 }
3511
3512 GetConstruction().UpdateVisuals();
3513 }
3514
3516 //Deprecated code playpen//
3518 [Obsolete("handled in the Construction component directly")]
3519 protected void HandleItemFalling(ConstructionPart part)
3520 {
3521 }
3522
3523 [Obsolete("handled in the Construction component directly")]
3524 protected void ItemFall(vector min, vector max)
3525 {
3526 }
3527
3528 [Obsolete("obsolete debug method")]
3529 protected void DebugCustomState()
3530 {
3531 }
3532}
3533
3534void bsbDebugPrint (string s)
3535{
3536#ifdef BSB_DEBUG
3537 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3538#else
3539 //Print("" + s); // comment/uncomment to hide/see debug logs
3540#endif
3541}
3542void bsbDebugSpam (string s)
3543{
3544#ifdef BSB_DEBUG_SPAM
3545 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3546#else
3547 //Print("" + s); // comment/uncomment to hide/see debug logs
3548#endif
3549}
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