DayZ 1.30
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◆ OnPartBuiltServer()

void bsbDebugPrint::OnPartBuiltServer ( notnull Man player,
string part_name,
int action_id )
protected

См. определение в файле BaseBuildingBase.c строка 1837

1839{
1840 const string ANIMATION_DEPLOYED = "Deployed";
1841
1842 float m_ConstructionKitHealth; //stored health value for used construction kit
1843
1844 bool m_HasBase;
1845 //variables for synchronization of base building parts (2x31 is the current limit)
1846 int m_SyncParts01; //synchronization for already built parts (31 parts)
1847 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1848 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1849 int m_InteractedPartId; //construction part id that an action was performed on
1850 int m_PerformedActionId; //action id that was performed on a construction part
1851 protected ref ConstructionBasic m_Construction;
1852
1853 //Sounds
1854 //build
1855 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1856 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1857 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1858 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1859 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1860 //dismantle
1861 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1862 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1863 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1864 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1865 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1866
1867 protected EffectSound m_Sound;
1868
1872
1873 // Constructor
1874 void BaseBuildingBase()
1875 {
1877
1878 //synchronized variables
1879 RegisterNetSyncVariableInt( "m_SyncParts01" );
1880 RegisterNetSyncVariableInt( "m_SyncParts02" );
1881 RegisterNetSyncVariableInt( "m_SyncParts03" );
1882 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1883 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1884 RegisterNetSyncVariableBool( "m_HasBase" );
1885
1886 //Construction init
1887 ConstructionInit();
1888
1889 if (ConfigIsExisting("hybridAttachments"))
1890 {
1892 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1893 }
1894 if (ConfigIsExisting("mountables"))
1895 {
1897 ConfigGetTextArray("mountables", m_Mountables);
1898 }
1899
1900 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1901 SetAllowDamage(true);
1902 }
1903
1904 override string GetInvulnerabilityTypeString()
1905 {
1906 return "disableBaseDamage";
1907 }
1908
1909 override bool CanObstruct()
1910 {
1911 return true;
1912 }
1913
1914 override int GetHideIconMask()
1915 {
1916 return EInventoryIconVisibility.HIDE_VICINITY;
1917 }
1918
1919 override void InitItemSounds()
1920 {
1921 super.InitItemSounds();
1922
1924 SoundParameters params = new SoundParameters();
1925 params.m_Loop = true;
1926
1927 if (GetFoldSoundset() != string.Empty)
1928 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1929 if (GetLoopFoldSoundset() != string.Empty)
1930 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1931 }
1932
1933 override string GetFoldSoundset()
1934 {
1935 return "putDown_FenceKit_SoundSet";
1936 }
1937
1938 override string GetLoopFoldSoundset()
1939 {
1940 return "Shelter_Site_Build_Loop_SoundSet";
1941 }
1942
1943 // --- SYNCHRONIZATION
1945 {
1946 if ( g_Game.IsServer() )
1947 {
1948 SetSynchDirty();
1949 }
1950 }
1951
1952 override void OnVariablesSynchronized()
1953 {
1954 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1955 super.OnVariablesSynchronized();
1956
1957 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1958 }
1959
1960 protected void OnSynchronizedClient()
1961 {
1962 //update parts
1964
1965 //update action on part
1967
1968 //update visuals (client)
1969 UpdateVisuals();
1970 }
1971
1972 //parts synchronization
1973 void RegisterPartForSync( int part_id )
1974 {
1975 //part_id must starts from index = 1
1976 int offset;
1977 int mask;
1978
1979 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1980 {
1981 offset = part_id - 1;
1982 mask = 1 << offset;
1983
1984 m_SyncParts01 = m_SyncParts01 | mask;
1985 }
1986 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1987 {
1988 offset = ( part_id % 32 );
1989 mask = 1 << offset;
1990
1991 m_SyncParts02 = m_SyncParts02 | mask;
1992 }
1993 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1994 {
1995 offset = ( part_id % 63 );
1996 mask = 1 << offset;
1997
1998 m_SyncParts03 = m_SyncParts03 | mask;
1999 }
2000 }
2001
2002 void UnregisterPartForSync( int part_id )
2003 {
2004 //part_id must starts from index = 1
2005 int offset;
2006 int mask;
2007
2008 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2009 {
2010 offset = part_id - 1;
2011 mask = 1 << offset;
2012
2013 m_SyncParts01 = m_SyncParts01 & ~mask;
2014 }
2015 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2016 {
2017 offset = ( part_id % 32 );
2018 mask = 1 << offset;
2019
2020 m_SyncParts02 = m_SyncParts02 & ~mask;
2021 }
2022 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2023 {
2024 offset = ( part_id % 63 );
2025 mask = 1 << offset;
2026
2027 m_SyncParts03 = m_SyncParts03 & ~mask;
2028 }
2029 }
2030
2031 bool IsPartBuildInSyncData( int part_id )
2032 {
2033 //part_id must starts from index = 1
2034 int offset;
2035 int mask;
2036
2037 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2038 {
2039 offset = part_id - 1;
2040 mask = 1 << offset;
2041
2042 if ( ( m_SyncParts01 & mask ) > 0 )
2043 {
2044 return true;
2045 }
2046 }
2047 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2048 {
2049 offset = ( part_id % 32 );
2050 mask = 1 << offset;
2051
2052 if ( ( m_SyncParts02 & mask ) > 0 )
2053 {
2054 return true;
2055 }
2056 }
2057 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2058 {
2059 offset = ( part_id % 63 );
2060 mask = 1 << offset;
2061
2062 if ( ( m_SyncParts03 & mask ) > 0 )
2063 {
2064 return true;
2065 }
2066 }
2067
2068 return false;
2069 }
2070
2071 protected void RegisterActionForSync( int part_id, int action_id )
2072 {
2073 m_InteractedPartId = part_id;
2074 m_PerformedActionId = action_id;
2075 }
2076
2077 protected void ResetActionSyncData()
2078 {
2079 //reset data
2080 m_InteractedPartId = -1;
2082 }
2083
2084 protected void SetActionFromSyncData()
2085 {
2086 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2087 {
2089 int build_action_id = m_PerformedActionId;
2090
2091 switch( build_action_id )
2092 {
2093 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2094 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2095 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2096 }
2097 }
2098 }
2099 //------
2100
2102 {
2103 string key = part.GetPartName();
2104 bool is_base = part.IsBase();
2105 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2106 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2107 if ( is_part_built_sync )
2108 {
2109 if ( !part.IsBuilt() )
2110 {
2111 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2112 GetConstruction().AddToConstructedParts( key );
2113 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2114
2115 if (is_base)
2116 {
2118 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2119 }
2120 }
2121 }
2122 else
2123 {
2124 if ( part.IsBuilt() )
2125 {
2126 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2127 GetConstruction().RemoveFromConstructedParts( key );
2128 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2129
2130 if (is_base)
2131 {
2133 AddProxyPhysics( ANIMATION_DEPLOYED );
2134 }
2135 }
2136 }
2137
2138 //check slot lock for material attachments
2139 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2140 }
2141
2142 //set construction parts based on synchronized data
2144 {
2145 Construction construction = GetConstruction();
2146 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2147
2148 for ( int i = 0; i < construction_parts.Count(); ++i )
2149 {
2150 string key = construction_parts.GetKey( i );
2151 ConstructionPart value = construction_parts.Get( key );
2152 SetPartFromSyncData(value);
2153 }
2154
2155 //regenerate navmesh
2156 UpdateNavmesh();
2157 }
2158
2159 protected ConstructionPart GetConstructionPartById( int id )
2160 {
2161 Construction construction = GetConstruction();
2162 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2163
2164 for ( int i = 0; i < construction_parts.Count(); ++i )
2165 {
2166 string key = construction_parts.GetKey( i );
2167 ConstructionPart value = construction_parts.Get( key );
2168
2169 if ( value.GetId() == id )
2170 {
2171 return value;
2172 }
2173 }
2174
2175 return NULL;
2176 }
2177 //
2178
2179 //Base
2180 bool HasBase()
2181 {
2182 return m_HasBase;
2183 }
2184
2185 void SetBaseState( bool has_base )
2186 {
2187 m_HasBase = has_base;
2188 }
2189
2190 override bool IsDeployable()
2191 {
2192 return true;
2193 }
2194
2195 bool IsOpened()
2196 {
2197 return false;
2198 }
2199
2200 //--- CONSTRUCTION KIT
2202 {
2203 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2204 if ( m_ConstructionKitHealth > 0 )
2205 {
2206 construction_kit.SetHealth( m_ConstructionKitHealth );
2207 }
2208
2209 return construction_kit;
2210 }
2211
2212 void CreateConstructionKitInHands(notnull PlayerBase player)
2213 {
2214 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2215 if ( m_ConstructionKitHealth > 0 )
2216 {
2217 construction_kit.SetHealth( m_ConstructionKitHealth );
2218 }
2219 }
2220
2221 protected vector GetKitSpawnPosition()
2222 {
2223 return GetPosition();
2224 }
2225
2226 protected string GetConstructionKitType()
2227 {
2228 return "";
2229 }
2230
2231 void DestroyConstructionKit( ItemBase construction_kit )
2232 {
2233 m_ConstructionKitHealth = construction_kit.GetHealth();
2234 g_Game.ObjectDelete( construction_kit );
2235 }
2236
2237 //--- CONSTRUCTION
2238 void DestroyConstruction()
2239 {
2240 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2241 g_Game.ObjectDelete( this );
2242 }
2243
2244 // --- EVENTS
2245 override void EEDelete(EntityAI parent)
2246 {
2247 super.EEDelete(parent);
2248
2249 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2250 {
2251 areaDamage.Destroy();
2252 }
2253
2254 }
2255
2256 override void OnStoreSave( ParamsWriteContext ctx )
2257 {
2258 super.OnStoreSave( ctx );
2259
2260 //sync parts 01
2261 ctx.Write( m_SyncParts01 );
2262 ctx.Write( m_SyncParts02 );
2263 ctx.Write( m_SyncParts03 );
2264
2265 ctx.Write( m_HasBase );
2266 }
2267
2268 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2269 {
2270 if ( !super.OnStoreLoad( ctx, version ) )
2271 return false;
2272
2273 //--- Base building data ---
2274 //Restore synced parts data
2275 if ( !ctx.Read( m_SyncParts01 ) )
2276 {
2277 m_SyncParts01 = 0; //set default
2278 return false;
2279 }
2280 if ( !ctx.Read( m_SyncParts02 ) )
2281 {
2282 m_SyncParts02 = 0; //set default
2283 return false;
2284 }
2285 if ( !ctx.Read( m_SyncParts03 ) )
2286 {
2287 m_SyncParts03 = 0; //set default
2288 return false;
2289 }
2290
2291 //has base
2292 if ( !ctx.Read( m_HasBase ) )
2293 {
2294 m_HasBase = false;
2295 return false;
2296 }
2297 //---
2298
2299 return true;
2300 }
2301
2302 override void AfterStoreLoad()
2303 {
2304 super.AfterStoreLoad();
2305
2307 {
2309 }
2310 }
2311
2313 {
2314 //update server data
2316
2317 //set base state
2318 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2319 SetBaseState( part.IsBuilt() ) ;
2320
2321 //synchronize after load
2323 }
2324
2325 override void OnCreatePhysics()
2326 {
2327 super.OnCreatePhysics();
2328
2329 ConstructionInit();
2331 }
2332
2333 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2334 {
2336 return;
2337
2338 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2339 }
2340
2341 override void EEOnAfterLoad()
2342 {
2344 {
2345 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2346 }
2347
2348 super.EEOnAfterLoad();
2349 }
2350
2351 override void EEItemAttached( EntityAI item, string slot_name )
2352 {
2353 super.EEItemAttached( item, slot_name );
2354
2355 CheckForHybridAttachments( item, slot_name );
2356 UpdateVisuals();
2357 UpdateAttachmentPhysics( slot_name, false );
2358 }
2359
2360 override void EEItemDetached( EntityAI item, string slot_name )
2361 {
2362 super.EEItemDetached( item, slot_name );
2363
2364 UpdateVisuals();
2365 UpdateAttachmentPhysics( slot_name, false );
2366 }
2367
2368 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2369 {
2370 string slot_name = InventorySlots.GetSlotName( slotId );
2371 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2372
2373 UpdateAttachmentVisuals( slot_name, locked );
2374 UpdateAttachmentPhysics( slot_name, locked );
2375 }
2376
2377 //ignore out of reach condition
2378 override bool IgnoreOutOfReachCondition()
2379 {
2380 return true;
2381 }
2382
2383 //CONSTRUCTION EVENTS
2384 //Build
2385 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2386 {
2387 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2388
2389 //check base state
2390 if (construtionPart.IsBase())
2391 {
2392 SetBaseState(true);
2393
2394 //spawn kit
2396 }
2397
2398 //register constructed parts for synchronization
2399 RegisterPartForSync(construtionPart.GetId());
2400
2401 //register action that was performed on part
2402 RegisterActionForSync(construtionPart.GetId(), action_id);
2403
2404 //synchronize
2406
2407 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2408
2409 UpdateNavmesh();
2410
2411 //update visuals
2412 UpdateVisuals();
2413
2414 //reset action sync data
2415 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2416 }
2417
2418 void OnPartBuiltClient(string part_name, int action_id)
2419 {
2420 //play sound
2421 SoundBuildStart( part_name );
2422 }
2423
2424 //Dismantle
2425 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2426 {
2427 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2428 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2429
2430 //register constructed parts for synchronization
2431 UnregisterPartForSync(construtionPart.GetId());
2432
2433 //register action that was performed on part
2434 RegisterActionForSync(construtionPart.GetId(), action_id);
2435
2436 //synchronize
2438
2439 // server part of sync, client will be synced from SetPartsFromSyncData
2440 SetPartFromSyncData(construtionPart);
2441
2442 UpdateNavmesh();
2443
2444 //update visuals
2445 UpdateVisuals();
2446
2447 //reset action sync data
2448 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2449
2450 //check base state
2451 if (construtionPart.IsBase())
2452 {
2453 //Destroy construction
2454 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2455 }
2456 }
2457
2458 void OnPartDismantledClient( string part_name, int action_id )
2459 {
2460 //play sound
2461 SoundDismantleStart( part_name );
2462 }
2463
2464 //Destroy
2465 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2466 {
2467 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2468 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2469
2470 //register constructed parts for synchronization
2471 UnregisterPartForSync(construtionPart.GetId());
2472
2473 //register action that was performed on part
2474 RegisterActionForSync(construtionPart.GetId(), action_id);
2475
2476 //synchronize
2478
2479 // server part of sync, client will be synced from SetPartsFromSyncData
2480 SetPartFromSyncData(construtionPart);
2481
2482 UpdateNavmesh();
2483
2484 //update visuals
2485 UpdateVisuals();
2486
2487 //reset action sync data
2488 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2489
2490 //check base state
2491 if (construtionPart.IsBase())
2492 {
2493 //Destroy construction
2494 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2495 }
2496 }
2497
2498 void OnPartDestroyedClient( string part_name, int action_id )
2499 {
2500 //play sound
2501 SoundDestroyStart( part_name );
2502 }
2503
2504 // --- UPDATE
2505 void InitBaseState()
2506 {
2507 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2508
2509 InitVisuals();
2510 UpdateNavmesh(); //regenerate navmesh
2511 }
2512
2513 void InitVisuals()
2514 {
2515 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2516 //check base
2517 if ( !HasBase() )
2518 {
2519 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2520 }
2521 else
2522 {
2523 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2524 }
2525
2526 GetConstruction().InitVisuals();
2527 }
2528
2529 void UpdateVisuals()
2530 {
2531 array<string> attachmentSlots = new array<string>;
2532
2533 GetAttachmentSlots(this, attachmentSlots);
2534 foreach (string slotName : attachmentSlots)
2535 {
2537 }
2538
2539 //check base
2540 if (!HasBase())
2541 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2542 else
2543 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2544
2545 GetConstruction().UpdateVisuals();
2546 }
2547
2548 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2549 {
2550 string slotNameMounted = slot_name + "_Mounted";
2551 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2552
2553 if (attachment)
2554 {
2555 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2556 if (barbedWire && barbedWire.IsMounted())
2557 CreateAreaDamage(slotNameMounted);
2558 else
2559 DestroyAreaDamage(slotNameMounted);
2560
2561 if (is_locked)
2562 {
2563 SetAnimationPhase(slotNameMounted, 0);
2564 SetAnimationPhase(slot_name, 1);
2565 }
2566 else
2567 {
2568 SetAnimationPhase(slotNameMounted, 1);
2569 SetAnimationPhase(slot_name, 0);
2570 }
2571 }
2572 else
2573 {
2574 SetAnimationPhase(slotNameMounted, 1);
2575 SetAnimationPhase(slot_name, 1);
2576
2577 DestroyAreaDamage(slotNameMounted);
2578 }
2579 }
2580
2581 // avoid calling this function on frequent occasions, it's a massive performance hit
2582 void UpdatePhysics()
2583 {
2585 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2586
2587 array<string> attachmentSlots = new array<string>;
2588 GetAttachmentSlots(this, attachmentSlots);
2589
2591 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2592
2593 foreach (string slotName : attachmentSlots)
2594 {
2596 }
2597
2598 //check base
2599 if (!HasBase())
2600 {
2602 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2603
2604 AddProxyPhysics(ANIMATION_DEPLOYED);
2605 }
2606 else
2607 {
2609 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2610
2611 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2612 }
2613
2614 GetConstruction().UpdatePhysics();
2615 UpdateNavmesh();
2616 }
2617
2618 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2619 {
2620 //checks for invalid appends; hotfix
2621 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2622 return;
2623 //----------------------------------
2624 string slot_name_mounted = slot_name + "_Mounted";
2625 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2626
2627 //remove proxy physics
2628 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2629 RemoveProxyPhysics( slot_name_mounted );
2630 RemoveProxyPhysics( slot_name );
2631
2632 if ( attachment )
2633 {
2634 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2635 if ( is_locked )
2636 {
2637 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2638 AddProxyPhysics( slot_name_mounted );
2639 }
2640 else
2641 {
2642 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2643 AddProxyPhysics( slot_name );
2644 }
2645 }
2646 }
2647
2648 protected void UpdateNavmesh()
2649 {
2650 SetAffectPathgraph( true, false );
2651 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2652 }
2653
2654 override bool CanUseConstruction()
2655 {
2656 return true;
2657 }
2658
2659 override bool CanUseConstructionBuild()
2660 {
2661 return true;
2662 }
2663
2664 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2665 {
2666 if ( attachment )
2667 {
2668 InventoryLocation inventory_location = new InventoryLocation;
2669 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2670
2671 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2672 }
2673
2674 return false;
2675 }
2676
2677 protected bool IsAttachmentSlotLocked( string slot_name )
2678 {
2679 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2680 }
2681
2682 //--- ATTACHMENT SLOTS
2683 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2684 {
2685 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2686 if ( g_Game.ConfigIsExisting( config_path ) )
2687 {
2688 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2689 }
2690 }
2691
2692 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2693 {
2694 return true;
2695 }
2696
2697 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2698 {
2699 return true;
2700 }
2701
2702 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2703 {
2704 return true;
2705 }
2706
2707 // --- INIT
2709 {
2710 m_Construction = new Construction(this);
2711 return m_Construction;
2712 }
2713
2715 {
2716 return m_Construction;
2717 }
2718
2720 {
2721 return Construction.Cast(m_Construction);
2722 }
2723
2725 {
2726 int attachment_count = GetInventory().AttachmentCount();
2727 if ( attachment_count > 0 )
2728 {
2729 if ( HasBase() && attachment_count == 1 )
2730 {
2731 return false;
2732 }
2733
2734 return true;
2735 }
2736
2737 return false;
2738 }
2739
2740 override bool ShowZonesHealth()
2741 {
2742 return true;
2743 }
2744
2745 override bool IsTakeable()
2746 {
2747 return false;
2748 }
2749
2750 //this into/outo parent.Cargo
2751 override bool CanPutInCargo( EntityAI parent )
2752 {
2753 return false;
2754 }
2755
2756 override bool CanRemoveFromCargo( EntityAI parent )
2757 {
2758 return false;
2759 }
2760
2761 //hands
2762 override bool CanPutIntoHands( EntityAI parent )
2763 {
2764 return false;
2765 }
2766
2767 //--- ACTION CONDITIONS
2768 //direction
2769 override bool IsFacingPlayer( PlayerBase player, string selection )
2770 {
2771 return true;
2772 }
2773
2774 override bool IsPlayerInside( PlayerBase player, string selection )
2775 {
2776 return true;
2777 }
2778
2781 {
2782 return false;
2783 }
2784
2785 //roof check
2786 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2787 {
2788 return false;
2789 }
2790
2791 //selection->player distance check
2792 bool HasProperDistance( string selection, PlayerBase player )
2793 {
2794 return true;
2795 }
2796
2797 //folding
2799 {
2800 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2801 {
2802 return false;
2803 }
2804
2805 return true;
2806 }
2807
2809 {
2812
2813 return item;
2814 }
2815
2816 //Damage triggers (barbed wire)
2817 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2818 {
2819 if ( g_Game && g_Game.IsServer() )
2820 {
2821 //destroy area damage if some already exists
2822 DestroyAreaDamage( slot_name );
2823
2824 //create new area damage
2826 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2827
2828 vector min_max[2];
2829 if ( MemoryPointExists( slot_name + "_min" ) )
2830 {
2831 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2832 }
2833 if ( MemoryPointExists( slot_name + "_max" ) )
2834 {
2835 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2836 }
2837
2838 //get proper trigger extents (min<max)
2839 vector extents[2];
2840 GetConstruction().GetTriggerExtents( min_max, extents );
2841
2842 //get box center
2843 vector center;
2844 center = GetConstruction().GetBoxCenter( min_max );
2845 center = ModelToWorld( center );
2846
2847 //rotate center if needed
2849 CalcDamageAreaRotation( rotation_angle, center, orientation );
2850
2851 areaDamage.SetExtents( extents[0], extents[1] );
2852 areaDamage.SetAreaPosition( center );
2853 areaDamage.SetAreaOrientation( orientation );
2854 areaDamage.SetLoopInterval( 1.0 );
2855 areaDamage.SetDeferDuration( 0.2 );
2856 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2857 areaDamage.SetAmmoName( "BarbedWireHit" );
2858 areaDamage.Spawn();
2859
2860 m_DamageTriggers.Insert( slot_name, areaDamage );
2861 }
2862 }
2863
2864 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2865 {
2866 if ( angle_deg != 0 )
2867 {
2868 //orientation
2869 orientation[0] = orientation[0] - angle_deg;
2870
2871 //center
2872 vector rotate_axis;
2873 if ( MemoryPointExists( "rotate_axis" ) )
2874 {
2875 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2876 }
2877 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];
2878 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];
2879 center[0] = r_center_x;
2880 center[2] = r_center_z;
2881 }
2882 }
2883
2884 void DestroyAreaDamage( string slot_name )
2885 {
2886 if (g_Game && g_Game.IsServer())
2887 {
2889 if (m_DamageTriggers.Find(slot_name, areaDamage))
2890 {
2891 if (areaDamage)
2892 {
2893 areaDamage.Destroy();
2894 }
2895
2896 m_DamageTriggers.Remove( slot_name );
2897 }
2898 }
2899 }
2900
2901 override bool IsIgnoredByConstruction()
2902 {
2903 return true;
2904 }
2905
2906 //================================================================
2907 // SOUNDS
2908 //================================================================
2909 protected void SoundBuildStart( string part_name )
2910 {
2911 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2912 }
2913
2914 protected void SoundDismantleStart( string part_name )
2915 {
2916 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2917 }
2918
2919 protected void SoundDestroyStart( string part_name )
2920 {
2921 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2922 }
2923
2924 protected string GetBuildSoundByMaterial( string part_name )
2925 {
2926 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2927
2928 switch ( material_type )
2929 {
2930 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2931 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2932 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2933 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2934 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2935 }
2936
2937 return "";
2938 }
2939
2940 protected string GetDismantleSoundByMaterial( string part_name )
2941 {
2942 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2943
2944 switch ( material_type )
2945 {
2946 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2947 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2948 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2949 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2950 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2951 }
2952
2953 return "";
2954 }
2955
2956 //misc
2957 void CheckForHybridAttachments( EntityAI item, string slot_name )
2958 {
2959 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2960 {
2961 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2962 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2963 {
2964 SetHealth(slot_name,"Health",item.GetHealth());
2965 }
2966 }
2967 }
2968
2969 override int GetDamageSystemVersionChange()
2970 {
2971 return 111;
2972 }
2973
2974 override void SetActions()
2975 {
2976 super.SetActions();
2977
2981 }
2982
2983 protected void DestroyConstructedParts()
2984 {
2985 Construction construction = GetConstruction();
2986 if (!construction)
2987 return;
2988
2989 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2990 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2991 {
2992 ConstructionPart part = constructionParts.GetElement(i);
2993 if (part && part.IsBuilt() && !part.IsUtilityPart())
2994 {
2995 construction.DestroyPartServer(null, part.GetPartName(), -1);
2996 }
2997 }
2998 }
2999
3000 protected void HandleFallingForConstructedParts()
3001 {
3002 Construction construction = GetConstruction();
3003 if (!construction)
3004 return;
3005
3006 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3007 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3008 {
3009 ConstructionPart part = constructionParts.GetElement(i);
3010 if (part && part.IsBuilt() && !part.IsUtilityPart())
3011 {
3012 construction.HandleEntityFalling(part.GetPartName());
3013 }
3014 }
3015 }
3016
3018 override void OnItemFallRebuilding()
3019 {
3020 if (!g_Game.IsServer())
3021 return;
3022
3025
3026 if (DestroyOnFall())
3027 {
3029 {
3031 }
3032 else
3033 {
3035 {
3037 }
3038 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3039 }
3040 }
3041 }
3042
3044 {
3045 if (HasAnyAttachmentsOrCargo())
3046 {
3048 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3049 }
3050 }
3051
3052 //================================================================
3053 // DEBUG
3054 //================================================================
3055
3058 {
3059 return null;
3060 }
3061
3062 override void OnDebugSpawn()
3063 {
3064 FullyBuild();
3065 }
3066
3067 void FullyBuild()
3068 {
3070 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3071
3072 Man p;
3073
3074 #ifdef SERVER
3075 array<Man> players = new array<Man>;
3076 g_Game.GetWorld().GetPlayerList(players);
3077 if (players.Count())
3078 p = players[0];
3079 #else
3080 p = g_Game.GetPlayer();
3081 #endif
3082
3083 foreach (ConstructionPart part : parts)
3084 {
3085 bool excluded = false;
3086 string partName = part.GetPartName();
3087 if (excludes)
3088 {
3089 foreach (string exclude : excludes)
3090 {
3091 if (partName.Contains(exclude))
3092 {
3093 excluded = true;
3094 break;
3095 }
3096 }
3097 }
3098
3099 if (!excluded)
3100 {
3101 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3102 }
3103 }
3104
3105 GetConstruction().UpdateVisuals();
3106 }
3107
3109 //Deprecated code playpen//
3111 [Obsolete("handled in the Construction component directly")]
3112 protected void HandleItemFalling(ConstructionPart part)
3113 {
3114 }
3115
3116 [Obsolete("handled in the Construction component directly")]
3117 protected void ItemFall(vector min, vector max)
3118 {
3119 }
3120
3121 [Obsolete("obsolete debug method")]
3122 protected void DebugCustomState()
3123 {
3124 }
3125}
3126
3127void bsbDebugPrint (string s)
3128{
3129#ifdef BSB_DEBUG
3130 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3131#else
3132 //Print("" + s); // comment/uncomment to hide/see debug logs
3133#endif
3134}
3135void bsbDebugSpam (string s)
3136{
3137#ifdef BSB_DEBUG_SPAM
3138 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3139#else
3140 //Print("" + s); // comment/uncomment to hide/see debug logs
3141#endif
3142}
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