DayZ 1.30
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◆ OnCreatePhysics()

override void bsbDebugPrint::OnCreatePhysics ( )
protected

См. определение в файле BaseBuildingBase.c строка 1777

1779{
1780 const string ANIMATION_DEPLOYED = "Deployed";
1781
1782 float m_ConstructionKitHealth; //stored health value for used construction kit
1783
1784 bool m_HasBase;
1785 //variables for synchronization of base building parts (2x31 is the current limit)
1786 int m_SyncParts01; //synchronization for already built parts (31 parts)
1787 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1788 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1789 int m_InteractedPartId; //construction part id that an action was performed on
1790 int m_PerformedActionId; //action id that was performed on a construction part
1791 protected ref ConstructionBasic m_Construction;
1792
1793 //Sounds
1794 //build
1795 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1796 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1797 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1798 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1799 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1800 //dismantle
1801 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1802 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1803 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1804 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1805 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1806
1807 protected EffectSound m_Sound;
1808
1812
1813 // Constructor
1814 void BaseBuildingBase()
1815 {
1817
1818 //synchronized variables
1819 RegisterNetSyncVariableInt( "m_SyncParts01" );
1820 RegisterNetSyncVariableInt( "m_SyncParts02" );
1821 RegisterNetSyncVariableInt( "m_SyncParts03" );
1822 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1823 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1824 RegisterNetSyncVariableBool( "m_HasBase" );
1825
1826 //Construction init
1827 ConstructionInit();
1828
1829 if (ConfigIsExisting("hybridAttachments"))
1830 {
1832 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1833 }
1834 if (ConfigIsExisting("mountables"))
1835 {
1837 ConfigGetTextArray("mountables", m_Mountables);
1838 }
1839
1840 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1841 SetAllowDamage(true);
1842 }
1843
1844 override string GetInvulnerabilityTypeString()
1845 {
1846 return "disableBaseDamage";
1847 }
1848
1849 override bool CanObstruct()
1850 {
1851 return true;
1852 }
1853
1854 override int GetHideIconMask()
1855 {
1856 return EInventoryIconVisibility.HIDE_VICINITY;
1857 }
1858
1859 override void InitItemSounds()
1860 {
1861 super.InitItemSounds();
1862
1864 SoundParameters params = new SoundParameters();
1865 params.m_Loop = true;
1866
1867 if (GetFoldSoundset() != string.Empty)
1868 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1869 if (GetLoopFoldSoundset() != string.Empty)
1870 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1871 }
1872
1873 override string GetFoldSoundset()
1874 {
1875 return "putDown_FenceKit_SoundSet";
1876 }
1877
1878 override string GetLoopFoldSoundset()
1879 {
1880 return "Shelter_Site_Build_Loop_SoundSet";
1881 }
1882
1883 // --- SYNCHRONIZATION
1885 {
1886 if ( g_Game.IsServer() )
1887 {
1888 SetSynchDirty();
1889 }
1890 }
1891
1892 override void OnVariablesSynchronized()
1893 {
1894 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1895 super.OnVariablesSynchronized();
1896
1897 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1898 }
1899
1900 protected void OnSynchronizedClient()
1901 {
1902 //update parts
1904
1905 //update action on part
1907
1908 //update visuals (client)
1909 UpdateVisuals();
1910 }
1911
1912 //parts synchronization
1913 void RegisterPartForSync( int part_id )
1914 {
1915 //part_id must starts from index = 1
1916 int offset;
1917 int mask;
1918
1919 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1920 {
1921 offset = part_id - 1;
1922 mask = 1 << offset;
1923
1924 m_SyncParts01 = m_SyncParts01 | mask;
1925 }
1926 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1927 {
1928 offset = ( part_id % 32 );
1929 mask = 1 << offset;
1930
1931 m_SyncParts02 = m_SyncParts02 | mask;
1932 }
1933 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1934 {
1935 offset = ( part_id % 63 );
1936 mask = 1 << offset;
1937
1938 m_SyncParts03 = m_SyncParts03 | mask;
1939 }
1940 }
1941
1942 void UnregisterPartForSync( int part_id )
1943 {
1944 //part_id must starts from index = 1
1945 int offset;
1946 int mask;
1947
1948 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1949 {
1950 offset = part_id - 1;
1951 mask = 1 << offset;
1952
1953 m_SyncParts01 = m_SyncParts01 & ~mask;
1954 }
1955 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1956 {
1957 offset = ( part_id % 32 );
1958 mask = 1 << offset;
1959
1960 m_SyncParts02 = m_SyncParts02 & ~mask;
1961 }
1962 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1963 {
1964 offset = ( part_id % 63 );
1965 mask = 1 << offset;
1966
1967 m_SyncParts03 = m_SyncParts03 & ~mask;
1968 }
1969 }
1970
1971 bool IsPartBuildInSyncData( int part_id )
1972 {
1973 //part_id must starts from index = 1
1974 int offset;
1975 int mask;
1976
1977 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1978 {
1979 offset = part_id - 1;
1980 mask = 1 << offset;
1981
1982 if ( ( m_SyncParts01 & mask ) > 0 )
1983 {
1984 return true;
1985 }
1986 }
1987 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1988 {
1989 offset = ( part_id % 32 );
1990 mask = 1 << offset;
1991
1992 if ( ( m_SyncParts02 & mask ) > 0 )
1993 {
1994 return true;
1995 }
1996 }
1997 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1998 {
1999 offset = ( part_id % 63 );
2000 mask = 1 << offset;
2001
2002 if ( ( m_SyncParts03 & mask ) > 0 )
2003 {
2004 return true;
2005 }
2006 }
2007
2008 return false;
2009 }
2010
2011 protected void RegisterActionForSync( int part_id, int action_id )
2012 {
2013 m_InteractedPartId = part_id;
2014 m_PerformedActionId = action_id;
2015 }
2016
2017 protected void ResetActionSyncData()
2018 {
2019 //reset data
2020 m_InteractedPartId = -1;
2022 }
2023
2024 protected void SetActionFromSyncData()
2025 {
2026 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2027 {
2029 int build_action_id = m_PerformedActionId;
2030
2031 switch( build_action_id )
2032 {
2033 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2034 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2035 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2036 }
2037 }
2038 }
2039 //------
2040
2042 {
2043 string key = part.GetPartName();
2044 bool is_base = part.IsBase();
2045 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2046 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2047 if ( is_part_built_sync )
2048 {
2049 if ( !part.IsBuilt() )
2050 {
2051 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2052 GetConstruction().AddToConstructedParts( key );
2053 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2054
2055 if (is_base)
2056 {
2058 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2059 }
2060 }
2061 }
2062 else
2063 {
2064 if ( part.IsBuilt() )
2065 {
2066 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2067 GetConstruction().RemoveFromConstructedParts( key );
2068 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2069
2070 if (is_base)
2071 {
2073 AddProxyPhysics( ANIMATION_DEPLOYED );
2074 }
2075 }
2076 }
2077
2078 //check slot lock for material attachments
2079 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2080 }
2081
2082 //set construction parts based on synchronized data
2084 {
2085 Construction construction = GetConstruction();
2086 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2087
2088 for ( int i = 0; i < construction_parts.Count(); ++i )
2089 {
2090 string key = construction_parts.GetKey( i );
2091 ConstructionPart value = construction_parts.Get( key );
2092 SetPartFromSyncData(value);
2093 }
2094
2095 //regenerate navmesh
2096 UpdateNavmesh();
2097 }
2098
2099 protected ConstructionPart GetConstructionPartById( int id )
2100 {
2101 Construction construction = GetConstruction();
2102 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2103
2104 for ( int i = 0; i < construction_parts.Count(); ++i )
2105 {
2106 string key = construction_parts.GetKey( i );
2107 ConstructionPart value = construction_parts.Get( key );
2108
2109 if ( value.GetId() == id )
2110 {
2111 return value;
2112 }
2113 }
2114
2115 return NULL;
2116 }
2117 //
2118
2119 //Base
2120 bool HasBase()
2121 {
2122 return m_HasBase;
2123 }
2124
2125 void SetBaseState( bool has_base )
2126 {
2127 m_HasBase = has_base;
2128 }
2129
2130 override bool IsDeployable()
2131 {
2132 return true;
2133 }
2134
2135 bool IsOpened()
2136 {
2137 return false;
2138 }
2139
2140 //--- CONSTRUCTION KIT
2142 {
2143 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2144 if ( m_ConstructionKitHealth > 0 )
2145 {
2146 construction_kit.SetHealth( m_ConstructionKitHealth );
2147 }
2148
2149 return construction_kit;
2150 }
2151
2152 void CreateConstructionKitInHands(notnull PlayerBase player)
2153 {
2154 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2155 if ( m_ConstructionKitHealth > 0 )
2156 {
2157 construction_kit.SetHealth( m_ConstructionKitHealth );
2158 }
2159 }
2160
2161 protected vector GetKitSpawnPosition()
2162 {
2163 return GetPosition();
2164 }
2165
2166 protected string GetConstructionKitType()
2167 {
2168 return "";
2169 }
2170
2171 void DestroyConstructionKit( ItemBase construction_kit )
2172 {
2173 m_ConstructionKitHealth = construction_kit.GetHealth();
2174 g_Game.ObjectDelete( construction_kit );
2175 }
2176
2177 //--- CONSTRUCTION
2178 void DestroyConstruction()
2179 {
2180 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2181 g_Game.ObjectDelete( this );
2182 }
2183
2184 // --- EVENTS
2185 override void EEDelete(EntityAI parent)
2186 {
2187 super.EEDelete(parent);
2188
2189 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2190 {
2191 areaDamage.Destroy();
2192 }
2193
2194 }
2195
2196 override void OnStoreSave( ParamsWriteContext ctx )
2197 {
2198 super.OnStoreSave( ctx );
2199
2200 //sync parts 01
2201 ctx.Write( m_SyncParts01 );
2202 ctx.Write( m_SyncParts02 );
2203 ctx.Write( m_SyncParts03 );
2204
2205 ctx.Write( m_HasBase );
2206 }
2207
2208 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2209 {
2210 if ( !super.OnStoreLoad( ctx, version ) )
2211 return false;
2212
2213 //--- Base building data ---
2214 //Restore synced parts data
2215 if ( !ctx.Read( m_SyncParts01 ) )
2216 {
2217 m_SyncParts01 = 0; //set default
2218 return false;
2219 }
2220 if ( !ctx.Read( m_SyncParts02 ) )
2221 {
2222 m_SyncParts02 = 0; //set default
2223 return false;
2224 }
2225 if ( !ctx.Read( m_SyncParts03 ) )
2226 {
2227 m_SyncParts03 = 0; //set default
2228 return false;
2229 }
2230
2231 //has base
2232 if ( !ctx.Read( m_HasBase ) )
2233 {
2234 m_HasBase = false;
2235 return false;
2236 }
2237 //---
2238
2239 return true;
2240 }
2241
2242 override void AfterStoreLoad()
2243 {
2244 super.AfterStoreLoad();
2245
2247 {
2249 }
2250 }
2251
2253 {
2254 //update server data
2256
2257 //set base state
2258 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2259 SetBaseState( part.IsBuilt() ) ;
2260
2261 //synchronize after load
2263 }
2264
2265 override void OnCreatePhysics()
2266 {
2267 super.OnCreatePhysics();
2268
2269 ConstructionInit();
2271 }
2272
2273 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2274 {
2276 return;
2277
2278 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2279 }
2280
2281 override void EEOnAfterLoad()
2282 {
2284 {
2285 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2286 }
2287
2288 super.EEOnAfterLoad();
2289 }
2290
2291 override void EEItemAttached( EntityAI item, string slot_name )
2292 {
2293 super.EEItemAttached( item, slot_name );
2294
2295 CheckForHybridAttachments( item, slot_name );
2296 UpdateVisuals();
2297 UpdateAttachmentPhysics( slot_name, false );
2298 }
2299
2300 override void EEItemDetached( EntityAI item, string slot_name )
2301 {
2302 super.EEItemDetached( item, slot_name );
2303
2304 UpdateVisuals();
2305 UpdateAttachmentPhysics( slot_name, false );
2306 }
2307
2308 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2309 {
2310 string slot_name = InventorySlots.GetSlotName( slotId );
2311 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2312
2313 UpdateAttachmentVisuals( slot_name, locked );
2314 UpdateAttachmentPhysics( slot_name, locked );
2315 }
2316
2317 //ignore out of reach condition
2318 override bool IgnoreOutOfReachCondition()
2319 {
2320 return true;
2321 }
2322
2323 //CONSTRUCTION EVENTS
2324 //Build
2325 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2326 {
2327 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2328
2329 //check base state
2330 if (construtionPart.IsBase())
2331 {
2332 SetBaseState(true);
2333
2334 //spawn kit
2336 }
2337
2338 //register constructed parts for synchronization
2339 RegisterPartForSync(construtionPart.GetId());
2340
2341 //register action that was performed on part
2342 RegisterActionForSync(construtionPart.GetId(), action_id);
2343
2344 //synchronize
2346
2347 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2348
2349 UpdateNavmesh();
2350
2351 //update visuals
2352 UpdateVisuals();
2353
2354 //reset action sync data
2355 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2356 }
2357
2358 void OnPartBuiltClient(string part_name, int action_id)
2359 {
2360 //play sound
2361 SoundBuildStart( part_name );
2362 }
2363
2364 //Dismantle
2365 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2366 {
2367 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2368 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2369
2370 //register constructed parts for synchronization
2371 UnregisterPartForSync(construtionPart.GetId());
2372
2373 //register action that was performed on part
2374 RegisterActionForSync(construtionPart.GetId(), action_id);
2375
2376 //synchronize
2378
2379 // server part of sync, client will be synced from SetPartsFromSyncData
2380 SetPartFromSyncData(construtionPart);
2381
2382 UpdateNavmesh();
2383
2384 //update visuals
2385 UpdateVisuals();
2386
2387 //reset action sync data
2388 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2389
2390 //check base state
2391 if (construtionPart.IsBase())
2392 {
2393 //Destroy construction
2394 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2395 }
2396 }
2397
2398 void OnPartDismantledClient( string part_name, int action_id )
2399 {
2400 //play sound
2401 SoundDismantleStart( part_name );
2402 }
2403
2404 //Destroy
2405 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2406 {
2407 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2408 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2409
2410 //register constructed parts for synchronization
2411 UnregisterPartForSync(construtionPart.GetId());
2412
2413 //register action that was performed on part
2414 RegisterActionForSync(construtionPart.GetId(), action_id);
2415
2416 //synchronize
2418
2419 // server part of sync, client will be synced from SetPartsFromSyncData
2420 SetPartFromSyncData(construtionPart);
2421
2422 UpdateNavmesh();
2423
2424 //update visuals
2425 UpdateVisuals();
2426
2427 //reset action sync data
2428 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2429
2430 //check base state
2431 if (construtionPart.IsBase())
2432 {
2433 //Destroy construction
2434 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2435 }
2436 }
2437
2438 void OnPartDestroyedClient( string part_name, int action_id )
2439 {
2440 //play sound
2441 SoundDestroyStart( part_name );
2442 }
2443
2444 // --- UPDATE
2445 void InitBaseState()
2446 {
2447 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2448
2449 InitVisuals();
2450 UpdateNavmesh(); //regenerate navmesh
2451 }
2452
2453 void InitVisuals()
2454 {
2455 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2456 //check base
2457 if ( !HasBase() )
2458 {
2459 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2460 }
2461 else
2462 {
2463 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2464 }
2465
2466 GetConstruction().InitVisuals();
2467 }
2468
2469 void UpdateVisuals()
2470 {
2471 array<string> attachmentSlots = new array<string>;
2472
2473 GetAttachmentSlots(this, attachmentSlots);
2474 foreach (string slotName : attachmentSlots)
2475 {
2477 }
2478
2479 //check base
2480 if (!HasBase())
2481 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2482 else
2483 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2484
2485 GetConstruction().UpdateVisuals();
2486 }
2487
2488 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2489 {
2490 string slotNameMounted = slot_name + "_Mounted";
2491 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2492
2493 if (attachment)
2494 {
2495 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2496 if (barbedWire && barbedWire.IsMounted())
2497 CreateAreaDamage(slotNameMounted);
2498 else
2499 DestroyAreaDamage(slotNameMounted);
2500
2501 if (is_locked)
2502 {
2503 SetAnimationPhase(slotNameMounted, 0);
2504 SetAnimationPhase(slot_name, 1);
2505 }
2506 else
2507 {
2508 SetAnimationPhase(slotNameMounted, 1);
2509 SetAnimationPhase(slot_name, 0);
2510 }
2511 }
2512 else
2513 {
2514 SetAnimationPhase(slotNameMounted, 1);
2515 SetAnimationPhase(slot_name, 1);
2516
2517 DestroyAreaDamage(slotNameMounted);
2518 }
2519 }
2520
2521 // avoid calling this function on frequent occasions, it's a massive performance hit
2522 void UpdatePhysics()
2523 {
2525 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2526
2527 array<string> attachmentSlots = new array<string>;
2528 GetAttachmentSlots(this, attachmentSlots);
2529
2531 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2532
2533 foreach (string slotName : attachmentSlots)
2534 {
2536 }
2537
2538 //check base
2539 if (!HasBase())
2540 {
2542 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2543
2544 AddProxyPhysics(ANIMATION_DEPLOYED);
2545 }
2546 else
2547 {
2549 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2550
2551 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2552 }
2553
2554 GetConstruction().UpdatePhysics();
2555 UpdateNavmesh();
2556 }
2557
2558 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2559 {
2560 //checks for invalid appends; hotfix
2561 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2562 return;
2563 //----------------------------------
2564 string slot_name_mounted = slot_name + "_Mounted";
2565 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2566
2567 //remove proxy physics
2568 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2569 RemoveProxyPhysics( slot_name_mounted );
2570 RemoveProxyPhysics( slot_name );
2571
2572 if ( attachment )
2573 {
2574 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2575 if ( is_locked )
2576 {
2577 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2578 AddProxyPhysics( slot_name_mounted );
2579 }
2580 else
2581 {
2582 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2583 AddProxyPhysics( slot_name );
2584 }
2585 }
2586 }
2587
2588 protected void UpdateNavmesh()
2589 {
2590 SetAffectPathgraph( true, false );
2591 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2592 }
2593
2594 override bool CanUseConstruction()
2595 {
2596 return true;
2597 }
2598
2599 override bool CanUseConstructionBuild()
2600 {
2601 return true;
2602 }
2603
2604 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2605 {
2606 if ( attachment )
2607 {
2608 InventoryLocation inventory_location = new InventoryLocation;
2609 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2610
2611 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2612 }
2613
2614 return false;
2615 }
2616
2617 protected bool IsAttachmentSlotLocked( string slot_name )
2618 {
2619 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2620 }
2621
2622 //--- ATTACHMENT SLOTS
2623 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2624 {
2625 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2626 if ( g_Game.ConfigIsExisting( config_path ) )
2627 {
2628 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2629 }
2630 }
2631
2632 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2633 {
2634 return true;
2635 }
2636
2637 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2638 {
2639 return true;
2640 }
2641
2642 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2643 {
2644 return true;
2645 }
2646
2647 // --- INIT
2649 {
2650 m_Construction = new Construction(this);
2651 return m_Construction;
2652 }
2653
2655 {
2656 return m_Construction;
2657 }
2658
2660 {
2661 return Construction.Cast(m_Construction);
2662 }
2663
2665 {
2666 int attachment_count = GetInventory().AttachmentCount();
2667 if ( attachment_count > 0 )
2668 {
2669 if ( HasBase() && attachment_count == 1 )
2670 {
2671 return false;
2672 }
2673
2674 return true;
2675 }
2676
2677 return false;
2678 }
2679
2680 override bool ShowZonesHealth()
2681 {
2682 return true;
2683 }
2684
2685 override bool IsTakeable()
2686 {
2687 return false;
2688 }
2689
2690 //this into/outo parent.Cargo
2691 override bool CanPutInCargo( EntityAI parent )
2692 {
2693 return false;
2694 }
2695
2696 override bool CanRemoveFromCargo( EntityAI parent )
2697 {
2698 return false;
2699 }
2700
2701 //hands
2702 override bool CanPutIntoHands( EntityAI parent )
2703 {
2704 return false;
2705 }
2706
2707 //--- ACTION CONDITIONS
2708 //direction
2709 override bool IsFacingPlayer( PlayerBase player, string selection )
2710 {
2711 return true;
2712 }
2713
2714 override bool IsPlayerInside( PlayerBase player, string selection )
2715 {
2716 return true;
2717 }
2718
2721 {
2722 return false;
2723 }
2724
2725 //roof check
2726 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2727 {
2728 return false;
2729 }
2730
2731 //selection->player distance check
2732 bool HasProperDistance( string selection, PlayerBase player )
2733 {
2734 return true;
2735 }
2736
2737 //folding
2739 {
2740 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2741 {
2742 return false;
2743 }
2744
2745 return true;
2746 }
2747
2749 {
2752
2753 return item;
2754 }
2755
2756 //Damage triggers (barbed wire)
2757 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2758 {
2759 if ( g_Game && g_Game.IsServer() )
2760 {
2761 //destroy area damage if some already exists
2762 DestroyAreaDamage( slot_name );
2763
2764 //create new area damage
2766 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2767
2768 vector min_max[2];
2769 if ( MemoryPointExists( slot_name + "_min" ) )
2770 {
2771 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2772 }
2773 if ( MemoryPointExists( slot_name + "_max" ) )
2774 {
2775 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2776 }
2777
2778 //get proper trigger extents (min<max)
2779 vector extents[2];
2780 GetConstruction().GetTriggerExtents( min_max, extents );
2781
2782 //get box center
2783 vector center;
2784 center = GetConstruction().GetBoxCenter( min_max );
2785 center = ModelToWorld( center );
2786
2787 //rotate center if needed
2789 CalcDamageAreaRotation( rotation_angle, center, orientation );
2790
2791 areaDamage.SetExtents( extents[0], extents[1] );
2792 areaDamage.SetAreaPosition( center );
2793 areaDamage.SetAreaOrientation( orientation );
2794 areaDamage.SetLoopInterval( 1.0 );
2795 areaDamage.SetDeferDuration( 0.2 );
2796 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2797 areaDamage.SetAmmoName( "BarbedWireHit" );
2798 areaDamage.Spawn();
2799
2800 m_DamageTriggers.Insert( slot_name, areaDamage );
2801 }
2802 }
2803
2804 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2805 {
2806 if ( angle_deg != 0 )
2807 {
2808 //orientation
2809 orientation[0] = orientation[0] - angle_deg;
2810
2811 //center
2812 vector rotate_axis;
2813 if ( MemoryPointExists( "rotate_axis" ) )
2814 {
2815 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2816 }
2817 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];
2818 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];
2819 center[0] = r_center_x;
2820 center[2] = r_center_z;
2821 }
2822 }
2823
2824 void DestroyAreaDamage( string slot_name )
2825 {
2826 if (g_Game && g_Game.IsServer())
2827 {
2829 if (m_DamageTriggers.Find(slot_name, areaDamage))
2830 {
2831 if (areaDamage)
2832 {
2833 areaDamage.Destroy();
2834 }
2835
2836 m_DamageTriggers.Remove( slot_name );
2837 }
2838 }
2839 }
2840
2841 override bool IsIgnoredByConstruction()
2842 {
2843 return true;
2844 }
2845
2846 //================================================================
2847 // SOUNDS
2848 //================================================================
2849 protected void SoundBuildStart( string part_name )
2850 {
2851 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2852 }
2853
2854 protected void SoundDismantleStart( string part_name )
2855 {
2856 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2857 }
2858
2859 protected void SoundDestroyStart( string part_name )
2860 {
2861 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2862 }
2863
2864 protected string GetBuildSoundByMaterial( string part_name )
2865 {
2866 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2867
2868 switch ( material_type )
2869 {
2870 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2871 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2872 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2873 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2874 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2875 }
2876
2877 return "";
2878 }
2879
2880 protected string GetDismantleSoundByMaterial( string part_name )
2881 {
2882 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2883
2884 switch ( material_type )
2885 {
2886 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2887 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2888 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2889 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2890 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2891 }
2892
2893 return "";
2894 }
2895
2896 //misc
2897 void CheckForHybridAttachments( EntityAI item, string slot_name )
2898 {
2899 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2900 {
2901 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2902 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2903 {
2904 SetHealth(slot_name,"Health",item.GetHealth());
2905 }
2906 }
2907 }
2908
2909 override int GetDamageSystemVersionChange()
2910 {
2911 return 111;
2912 }
2913
2914 override void SetActions()
2915 {
2916 super.SetActions();
2917
2921 }
2922
2923 protected void DestroyConstructedParts()
2924 {
2925 Construction construction = GetConstruction();
2926 if (!construction)
2927 return;
2928
2929 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2930 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2931 {
2932 ConstructionPart part = constructionParts.GetElement(i);
2933 if (part && part.IsBuilt() && !part.IsUtilityPart())
2934 {
2935 construction.DestroyPartServer(null, part.GetPartName(), -1);
2936 }
2937 }
2938 }
2939
2940 protected void HandleFallingForConstructedParts()
2941 {
2942 Construction construction = GetConstruction();
2943 if (!construction)
2944 return;
2945
2946 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2947 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2948 {
2949 ConstructionPart part = constructionParts.GetElement(i);
2950 if (part && part.IsBuilt() && !part.IsUtilityPart())
2951 {
2952 construction.HandleEntityFalling(part.GetPartName());
2953 }
2954 }
2955 }
2956
2958 override void OnItemFallRebuilding()
2959 {
2960 if (!g_Game.IsServer())
2961 return;
2962
2965
2966 if (DestroyOnFall())
2967 {
2969 {
2971 }
2972 else
2973 {
2975 {
2977 }
2978 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2979 }
2980 }
2981 }
2982
2984 {
2985 if (HasAnyAttachmentsOrCargo())
2986 {
2988 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2989 }
2990 }
2991
2992 //================================================================
2993 // DEBUG
2994 //================================================================
2995
2998 {
2999 return null;
3000 }
3001
3002 override void OnDebugSpawn()
3003 {
3004 FullyBuild();
3005 }
3006
3007 void FullyBuild()
3008 {
3010 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3011
3012 Man p;
3013
3014 #ifdef SERVER
3015 array<Man> players = new array<Man>;
3016 g_Game.GetWorld().GetPlayerList(players);
3017 if (players.Count())
3018 p = players[0];
3019 #else
3020 p = g_Game.GetPlayer();
3021 #endif
3022
3023 foreach (ConstructionPart part : parts)
3024 {
3025 bool excluded = false;
3026 string partName = part.GetPartName();
3027 if (excludes)
3028 {
3029 foreach (string exclude : excludes)
3030 {
3031 if (partName.Contains(exclude))
3032 {
3033 excluded = true;
3034 break;
3035 }
3036 }
3037 }
3038
3039 if (!excluded)
3040 {
3041 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3042 }
3043 }
3044
3045 GetConstruction().UpdateVisuals();
3046 }
3047
3049 //Deprecated code playpen//
3051 [Obsolete("handled in the Construction component directly")]
3052 protected void HandleItemFalling(ConstructionPart part)
3053 {
3054 }
3055
3056 [Obsolete("handled in the Construction component directly")]
3057 protected void ItemFall(vector min, vector max)
3058 {
3059 }
3060
3061 [Obsolete("obsolete debug method")]
3062 protected void DebugCustomState()
3063 {
3064 }
3065}
3066
3067void bsbDebugPrint (string s)
3068{
3069#ifdef BSB_DEBUG
3070 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3071#else
3072 //Print("" + s); // comment/uncomment to hide/see debug logs
3073#endif
3074}
3075void bsbDebugSpam (string s)
3076{
3077#ifdef BSB_DEBUG_SPAM
3078 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3079#else
3080 //Print("" + s); // comment/uncomment to hide/see debug logs
3081#endif
3082}
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