DayZ 1.30
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◆ RegisterActionForSync()

void bsbDebugPrint::RegisterActionForSync ( int part_id,
int action_id )
protected

См. определение в файле BaseBuildingBase.c строка 1523

1525{
1526 const string ANIMATION_DEPLOYED = "Deployed";
1527
1528 float m_ConstructionKitHealth; //stored health value for used construction kit
1529
1530 bool m_HasBase;
1531 //variables for synchronization of base building parts (2x31 is the current limit)
1532 int m_SyncParts01; //synchronization for already built parts (31 parts)
1533 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1534 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1535 int m_InteractedPartId; //construction part id that an action was performed on
1536 int m_PerformedActionId; //action id that was performed on a construction part
1537 protected ref ConstructionBasic m_Construction;
1538
1539 //Sounds
1540 //build
1541 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1542 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1543 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1544 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1545 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1546 //dismantle
1547 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1548 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1549 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1550 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1551 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1552
1553 protected EffectSound m_Sound;
1554
1558
1559 // Constructor
1560 void BaseBuildingBase()
1561 {
1563
1564 //synchronized variables
1565 RegisterNetSyncVariableInt( "m_SyncParts01" );
1566 RegisterNetSyncVariableInt( "m_SyncParts02" );
1567 RegisterNetSyncVariableInt( "m_SyncParts03" );
1568 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1569 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1570 RegisterNetSyncVariableBool( "m_HasBase" );
1571
1572 //Construction init
1573 ConstructionInit();
1574
1575 if (ConfigIsExisting("hybridAttachments"))
1576 {
1578 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1579 }
1580 if (ConfigIsExisting("mountables"))
1581 {
1583 ConfigGetTextArray("mountables", m_Mountables);
1584 }
1585
1586 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1587 SetAllowDamage(true);
1588 }
1589
1590 override string GetInvulnerabilityTypeString()
1591 {
1592 return "disableBaseDamage";
1593 }
1594
1595 override bool CanObstruct()
1596 {
1597 return true;
1598 }
1599
1600 override int GetHideIconMask()
1601 {
1602 return EInventoryIconVisibility.HIDE_VICINITY;
1603 }
1604
1605 override void InitItemSounds()
1606 {
1607 super.InitItemSounds();
1608
1610 SoundParameters params = new SoundParameters();
1611 params.m_Loop = true;
1612
1613 if (GetFoldSoundset() != string.Empty)
1614 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1615 if (GetLoopFoldSoundset() != string.Empty)
1616 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1617 }
1618
1619 override string GetFoldSoundset()
1620 {
1621 return "putDown_FenceKit_SoundSet";
1622 }
1623
1624 override string GetLoopFoldSoundset()
1625 {
1626 return "Shelter_Site_Build_Loop_SoundSet";
1627 }
1628
1629 // --- SYNCHRONIZATION
1631 {
1632 if ( g_Game.IsServer() )
1633 {
1634 SetSynchDirty();
1635 }
1636 }
1637
1638 override void OnVariablesSynchronized()
1639 {
1640 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1641 super.OnVariablesSynchronized();
1642
1643 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1644 }
1645
1646 protected void OnSynchronizedClient()
1647 {
1648 //update parts
1650
1651 //update action on part
1653
1654 //update visuals (client)
1655 UpdateVisuals();
1656 }
1657
1658 //parts synchronization
1659 void RegisterPartForSync( int part_id )
1660 {
1661 //part_id must starts from index = 1
1662 int offset;
1663 int mask;
1664
1665 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1666 {
1667 offset = part_id - 1;
1668 mask = 1 << offset;
1669
1670 m_SyncParts01 = m_SyncParts01 | mask;
1671 }
1672 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1673 {
1674 offset = ( part_id % 32 );
1675 mask = 1 << offset;
1676
1677 m_SyncParts02 = m_SyncParts02 | mask;
1678 }
1679 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1680 {
1681 offset = ( part_id % 63 );
1682 mask = 1 << offset;
1683
1684 m_SyncParts03 = m_SyncParts03 | mask;
1685 }
1686 }
1687
1688 void UnregisterPartForSync( int part_id )
1689 {
1690 //part_id must starts from index = 1
1691 int offset;
1692 int mask;
1693
1694 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1695 {
1696 offset = part_id - 1;
1697 mask = 1 << offset;
1698
1699 m_SyncParts01 = m_SyncParts01 & ~mask;
1700 }
1701 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1702 {
1703 offset = ( part_id % 32 );
1704 mask = 1 << offset;
1705
1706 m_SyncParts02 = m_SyncParts02 & ~mask;
1707 }
1708 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1709 {
1710 offset = ( part_id % 63 );
1711 mask = 1 << offset;
1712
1713 m_SyncParts03 = m_SyncParts03 & ~mask;
1714 }
1715 }
1716
1717 bool IsPartBuildInSyncData( int part_id )
1718 {
1719 //part_id must starts from index = 1
1720 int offset;
1721 int mask;
1722
1723 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1724 {
1725 offset = part_id - 1;
1726 mask = 1 << offset;
1727
1728 if ( ( m_SyncParts01 & mask ) > 0 )
1729 {
1730 return true;
1731 }
1732 }
1733 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1734 {
1735 offset = ( part_id % 32 );
1736 mask = 1 << offset;
1737
1738 if ( ( m_SyncParts02 & mask ) > 0 )
1739 {
1740 return true;
1741 }
1742 }
1743 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1744 {
1745 offset = ( part_id % 63 );
1746 mask = 1 << offset;
1747
1748 if ( ( m_SyncParts03 & mask ) > 0 )
1749 {
1750 return true;
1751 }
1752 }
1753
1754 return false;
1755 }
1756
1757 protected void RegisterActionForSync( int part_id, int action_id )
1758 {
1759 m_InteractedPartId = part_id;
1760 m_PerformedActionId = action_id;
1761 }
1762
1763 protected void ResetActionSyncData()
1764 {
1765 //reset data
1766 m_InteractedPartId = -1;
1768 }
1769
1770 protected void SetActionFromSyncData()
1771 {
1772 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1773 {
1775 int build_action_id = m_PerformedActionId;
1776
1777 switch( build_action_id )
1778 {
1779 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1780 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1781 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1782 }
1783 }
1784 }
1785 //------
1786
1788 {
1789 string key = part.GetPartName();
1790 bool is_base = part.IsBase();
1791 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1792 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1793 if ( is_part_built_sync )
1794 {
1795 if ( !part.IsBuilt() )
1796 {
1797 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1798 GetConstruction().AddToConstructedParts( key );
1799 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1800
1801 if (is_base)
1802 {
1804 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1805 }
1806 }
1807 }
1808 else
1809 {
1810 if ( part.IsBuilt() )
1811 {
1812 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1813 GetConstruction().RemoveFromConstructedParts( key );
1814 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1815
1816 if (is_base)
1817 {
1819 AddProxyPhysics( ANIMATION_DEPLOYED );
1820 }
1821 }
1822 }
1823
1824 //check slot lock for material attachments
1825 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1826 }
1827
1828 //set construction parts based on synchronized data
1830 {
1831 Construction construction = GetConstruction();
1832 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1833
1834 for ( int i = 0; i < construction_parts.Count(); ++i )
1835 {
1836 string key = construction_parts.GetKey( i );
1837 ConstructionPart value = construction_parts.Get( key );
1838 SetPartFromSyncData(value);
1839 }
1840
1841 //regenerate navmesh
1842 UpdateNavmesh();
1843 }
1844
1845 protected ConstructionPart GetConstructionPartById( int id )
1846 {
1847 Construction construction = GetConstruction();
1848 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1849
1850 for ( int i = 0; i < construction_parts.Count(); ++i )
1851 {
1852 string key = construction_parts.GetKey( i );
1853 ConstructionPart value = construction_parts.Get( key );
1854
1855 if ( value.GetId() == id )
1856 {
1857 return value;
1858 }
1859 }
1860
1861 return NULL;
1862 }
1863 //
1864
1865 //Base
1866 bool HasBase()
1867 {
1868 return m_HasBase;
1869 }
1870
1871 void SetBaseState( bool has_base )
1872 {
1873 m_HasBase = has_base;
1874 }
1875
1876 override bool IsDeployable()
1877 {
1878 return true;
1879 }
1880
1881 bool IsOpened()
1882 {
1883 return false;
1884 }
1885
1886 //--- CONSTRUCTION KIT
1888 {
1889 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1890 if ( m_ConstructionKitHealth > 0 )
1891 {
1892 construction_kit.SetHealth( m_ConstructionKitHealth );
1893 }
1894
1895 return construction_kit;
1896 }
1897
1898 void CreateConstructionKitInHands(notnull PlayerBase player)
1899 {
1900 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1901 if ( m_ConstructionKitHealth > 0 )
1902 {
1903 construction_kit.SetHealth( m_ConstructionKitHealth );
1904 }
1905 }
1906
1907 protected vector GetKitSpawnPosition()
1908 {
1909 return GetPosition();
1910 }
1911
1912 protected string GetConstructionKitType()
1913 {
1914 return "";
1915 }
1916
1917 void DestroyConstructionKit( ItemBase construction_kit )
1918 {
1919 m_ConstructionKitHealth = construction_kit.GetHealth();
1920 g_Game.ObjectDelete( construction_kit );
1921 }
1922
1923 //--- CONSTRUCTION
1924 void DestroyConstruction()
1925 {
1926 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1927 g_Game.ObjectDelete( this );
1928 }
1929
1930 // --- EVENTS
1931 override void EEDelete(EntityAI parent)
1932 {
1933 super.EEDelete(parent);
1934
1935 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1936 {
1937 areaDamage.Destroy();
1938 }
1939
1940 }
1941
1942 override void OnStoreSave( ParamsWriteContext ctx )
1943 {
1944 super.OnStoreSave( ctx );
1945
1946 //sync parts 01
1947 ctx.Write( m_SyncParts01 );
1948 ctx.Write( m_SyncParts02 );
1949 ctx.Write( m_SyncParts03 );
1950
1951 ctx.Write( m_HasBase );
1952 }
1953
1954 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1955 {
1956 if ( !super.OnStoreLoad( ctx, version ) )
1957 return false;
1958
1959 //--- Base building data ---
1960 //Restore synced parts data
1961 if ( !ctx.Read( m_SyncParts01 ) )
1962 {
1963 m_SyncParts01 = 0; //set default
1964 return false;
1965 }
1966 if ( !ctx.Read( m_SyncParts02 ) )
1967 {
1968 m_SyncParts02 = 0; //set default
1969 return false;
1970 }
1971 if ( !ctx.Read( m_SyncParts03 ) )
1972 {
1973 m_SyncParts03 = 0; //set default
1974 return false;
1975 }
1976
1977 //has base
1978 if ( !ctx.Read( m_HasBase ) )
1979 {
1980 m_HasBase = false;
1981 return false;
1982 }
1983 //---
1984
1985 return true;
1986 }
1987
1988 override void AfterStoreLoad()
1989 {
1990 super.AfterStoreLoad();
1991
1993 {
1995 }
1996 }
1997
1999 {
2000 //update server data
2002
2003 //set base state
2004 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2005 SetBaseState( part.IsBuilt() ) ;
2006
2007 //synchronize after load
2009 }
2010
2011 override void OnCreatePhysics()
2012 {
2013 super.OnCreatePhysics();
2014
2015 ConstructionInit();
2017 }
2018
2019 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2020 {
2022 return;
2023
2024 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2025 }
2026
2027 override void EEOnAfterLoad()
2028 {
2030 {
2031 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2032 }
2033
2034 super.EEOnAfterLoad();
2035 }
2036
2037 override void EEItemAttached( EntityAI item, string slot_name )
2038 {
2039 super.EEItemAttached( item, slot_name );
2040
2041 CheckForHybridAttachments( item, slot_name );
2042 UpdateVisuals();
2043 UpdateAttachmentPhysics( slot_name, false );
2044 }
2045
2046 override void EEItemDetached( EntityAI item, string slot_name )
2047 {
2048 super.EEItemDetached( item, slot_name );
2049
2050 UpdateVisuals();
2051 UpdateAttachmentPhysics( slot_name, false );
2052 }
2053
2054 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2055 {
2056 string slot_name = InventorySlots.GetSlotName( slotId );
2057 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2058
2059 UpdateAttachmentVisuals( slot_name, locked );
2060 UpdateAttachmentPhysics( slot_name, locked );
2061 }
2062
2063 //ignore out of reach condition
2064 override bool IgnoreOutOfReachCondition()
2065 {
2066 return true;
2067 }
2068
2069 //CONSTRUCTION EVENTS
2070 //Build
2071 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2072 {
2073 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2074
2075 //check base state
2076 if (construtionPart.IsBase())
2077 {
2078 SetBaseState(true);
2079
2080 //spawn kit
2082 }
2083
2084 //register constructed parts for synchronization
2085 RegisterPartForSync(construtionPart.GetId());
2086
2087 //register action that was performed on part
2088 RegisterActionForSync(construtionPart.GetId(), action_id);
2089
2090 //synchronize
2092
2093 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2094
2095 UpdateNavmesh();
2096
2097 //update visuals
2098 UpdateVisuals();
2099
2100 //reset action sync data
2101 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2102 }
2103
2104 void OnPartBuiltClient(string part_name, int action_id)
2105 {
2106 //play sound
2107 SoundBuildStart( part_name );
2108 }
2109
2110 //Dismantle
2111 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2112 {
2113 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2114 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2115
2116 //register constructed parts for synchronization
2117 UnregisterPartForSync(construtionPart.GetId());
2118
2119 //register action that was performed on part
2120 RegisterActionForSync(construtionPart.GetId(), action_id);
2121
2122 //synchronize
2124
2125 // server part of sync, client will be synced from SetPartsFromSyncData
2126 SetPartFromSyncData(construtionPart);
2127
2128 UpdateNavmesh();
2129
2130 //update visuals
2131 UpdateVisuals();
2132
2133 //reset action sync data
2134 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2135
2136 //check base state
2137 if (construtionPart.IsBase())
2138 {
2139 //Destroy construction
2140 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2141 }
2142 }
2143
2144 void OnPartDismantledClient( string part_name, int action_id )
2145 {
2146 //play sound
2147 SoundDismantleStart( part_name );
2148 }
2149
2150 //Destroy
2151 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2152 {
2153 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2154 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2155
2156 //register constructed parts for synchronization
2157 UnregisterPartForSync(construtionPart.GetId());
2158
2159 //register action that was performed on part
2160 RegisterActionForSync(construtionPart.GetId(), action_id);
2161
2162 //synchronize
2164
2165 // server part of sync, client will be synced from SetPartsFromSyncData
2166 SetPartFromSyncData(construtionPart);
2167
2168 UpdateNavmesh();
2169
2170 //update visuals
2171 UpdateVisuals();
2172
2173 //reset action sync data
2174 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2175
2176 //check base state
2177 if (construtionPart.IsBase())
2178 {
2179 //Destroy construction
2180 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2181 }
2182 }
2183
2184 void OnPartDestroyedClient( string part_name, int action_id )
2185 {
2186 //play sound
2187 SoundDestroyStart( part_name );
2188 }
2189
2190 // --- UPDATE
2191 void InitBaseState()
2192 {
2193 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2194
2195 InitVisuals();
2196 UpdateNavmesh(); //regenerate navmesh
2197 }
2198
2199 void InitVisuals()
2200 {
2201 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2202 //check base
2203 if ( !HasBase() )
2204 {
2205 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2206 }
2207 else
2208 {
2209 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2210 }
2211
2212 GetConstruction().InitVisuals();
2213 }
2214
2215 void UpdateVisuals()
2216 {
2217 array<string> attachmentSlots = new array<string>;
2218
2219 GetAttachmentSlots(this, attachmentSlots);
2220 foreach (string slotName : attachmentSlots)
2221 {
2223 }
2224
2225 //check base
2226 if (!HasBase())
2227 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2228 else
2229 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2230
2231 GetConstruction().UpdateVisuals();
2232 }
2233
2234 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2235 {
2236 string slotNameMounted = slot_name + "_Mounted";
2237 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2238
2239 if (attachment)
2240 {
2241 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2242 if (barbedWire && barbedWire.IsMounted())
2243 CreateAreaDamage(slotNameMounted);
2244 else
2245 DestroyAreaDamage(slotNameMounted);
2246
2247 if (is_locked)
2248 {
2249 SetAnimationPhase(slotNameMounted, 0);
2250 SetAnimationPhase(slot_name, 1);
2251 }
2252 else
2253 {
2254 SetAnimationPhase(slotNameMounted, 1);
2255 SetAnimationPhase(slot_name, 0);
2256 }
2257 }
2258 else
2259 {
2260 SetAnimationPhase(slotNameMounted, 1);
2261 SetAnimationPhase(slot_name, 1);
2262
2263 DestroyAreaDamage(slotNameMounted);
2264 }
2265 }
2266
2267 // avoid calling this function on frequent occasions, it's a massive performance hit
2268 void UpdatePhysics()
2269 {
2271 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2272
2273 array<string> attachmentSlots = new array<string>;
2274 GetAttachmentSlots(this, attachmentSlots);
2275
2277 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2278
2279 foreach (string slotName : attachmentSlots)
2280 {
2282 }
2283
2284 //check base
2285 if (!HasBase())
2286 {
2288 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2289
2290 AddProxyPhysics(ANIMATION_DEPLOYED);
2291 }
2292 else
2293 {
2295 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2296
2297 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2298 }
2299
2300 GetConstruction().UpdatePhysics();
2301 UpdateNavmesh();
2302 }
2303
2304 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2305 {
2306 //checks for invalid appends; hotfix
2307 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2308 return;
2309 //----------------------------------
2310 string slot_name_mounted = slot_name + "_Mounted";
2311 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2312
2313 //remove proxy physics
2314 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2315 RemoveProxyPhysics( slot_name_mounted );
2316 RemoveProxyPhysics( slot_name );
2317
2318 if ( attachment )
2319 {
2320 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2321 if ( is_locked )
2322 {
2323 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2324 AddProxyPhysics( slot_name_mounted );
2325 }
2326 else
2327 {
2328 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2329 AddProxyPhysics( slot_name );
2330 }
2331 }
2332 }
2333
2334 protected void UpdateNavmesh()
2335 {
2336 SetAffectPathgraph( true, false );
2337 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2338 }
2339
2340 override bool CanUseConstruction()
2341 {
2342 return true;
2343 }
2344
2345 override bool CanUseConstructionBuild()
2346 {
2347 return true;
2348 }
2349
2350 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2351 {
2352 if ( attachment )
2353 {
2354 InventoryLocation inventory_location = new InventoryLocation;
2355 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2356
2357 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2358 }
2359
2360 return false;
2361 }
2362
2363 protected bool IsAttachmentSlotLocked( string slot_name )
2364 {
2365 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2366 }
2367
2368 //--- ATTACHMENT SLOTS
2369 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2370 {
2371 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2372 if ( g_Game.ConfigIsExisting( config_path ) )
2373 {
2374 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2375 }
2376 }
2377
2378 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2379 {
2380 return true;
2381 }
2382
2383 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2384 {
2385 return true;
2386 }
2387
2388 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2389 {
2390 return true;
2391 }
2392
2393 // --- INIT
2395 {
2396 m_Construction = new Construction(this);
2397 return m_Construction;
2398 }
2399
2401 {
2402 return m_Construction;
2403 }
2404
2406 {
2407 return Construction.Cast(m_Construction);
2408 }
2409
2411 {
2412 int attachment_count = GetInventory().AttachmentCount();
2413 if ( attachment_count > 0 )
2414 {
2415 if ( HasBase() && attachment_count == 1 )
2416 {
2417 return false;
2418 }
2419
2420 return true;
2421 }
2422
2423 return false;
2424 }
2425
2426 override bool ShowZonesHealth()
2427 {
2428 return true;
2429 }
2430
2431 override bool IsTakeable()
2432 {
2433 return false;
2434 }
2435
2436 //this into/outo parent.Cargo
2437 override bool CanPutInCargo( EntityAI parent )
2438 {
2439 return false;
2440 }
2441
2442 override bool CanRemoveFromCargo( EntityAI parent )
2443 {
2444 return false;
2445 }
2446
2447 //hands
2448 override bool CanPutIntoHands( EntityAI parent )
2449 {
2450 return false;
2451 }
2452
2453 //--- ACTION CONDITIONS
2454 //direction
2455 override bool IsFacingPlayer( PlayerBase player, string selection )
2456 {
2457 return true;
2458 }
2459
2460 override bool IsPlayerInside( PlayerBase player, string selection )
2461 {
2462 return true;
2463 }
2464
2467 {
2468 return false;
2469 }
2470
2471 //roof check
2472 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2473 {
2474 return false;
2475 }
2476
2477 //selection->player distance check
2478 bool HasProperDistance( string selection, PlayerBase player )
2479 {
2480 return true;
2481 }
2482
2483 //folding
2485 {
2486 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2487 {
2488 return false;
2489 }
2490
2491 return true;
2492 }
2493
2495 {
2498
2499 return item;
2500 }
2501
2502 //Damage triggers (barbed wire)
2503 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2504 {
2505 if ( g_Game && g_Game.IsServer() )
2506 {
2507 //destroy area damage if some already exists
2508 DestroyAreaDamage( slot_name );
2509
2510 //create new area damage
2512 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2513
2514 vector min_max[2];
2515 if ( MemoryPointExists( slot_name + "_min" ) )
2516 {
2517 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2518 }
2519 if ( MemoryPointExists( slot_name + "_max" ) )
2520 {
2521 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2522 }
2523
2524 //get proper trigger extents (min<max)
2525 vector extents[2];
2526 GetConstruction().GetTriggerExtents( min_max, extents );
2527
2528 //get box center
2529 vector center;
2530 center = GetConstruction().GetBoxCenter( min_max );
2531 center = ModelToWorld( center );
2532
2533 //rotate center if needed
2535 CalcDamageAreaRotation( rotation_angle, center, orientation );
2536
2537 areaDamage.SetExtents( extents[0], extents[1] );
2538 areaDamage.SetAreaPosition( center );
2539 areaDamage.SetAreaOrientation( orientation );
2540 areaDamage.SetLoopInterval( 1.0 );
2541 areaDamage.SetDeferDuration( 0.2 );
2542 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2543 areaDamage.SetAmmoName( "BarbedWireHit" );
2544 areaDamage.Spawn();
2545
2546 m_DamageTriggers.Insert( slot_name, areaDamage );
2547 }
2548 }
2549
2550 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2551 {
2552 if ( angle_deg != 0 )
2553 {
2554 //orientation
2555 orientation[0] = orientation[0] - angle_deg;
2556
2557 //center
2558 vector rotate_axis;
2559 if ( MemoryPointExists( "rotate_axis" ) )
2560 {
2561 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2562 }
2563 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];
2564 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];
2565 center[0] = r_center_x;
2566 center[2] = r_center_z;
2567 }
2568 }
2569
2570 void DestroyAreaDamage( string slot_name )
2571 {
2572 if (g_Game && g_Game.IsServer())
2573 {
2575 if (m_DamageTriggers.Find(slot_name, areaDamage))
2576 {
2577 if (areaDamage)
2578 {
2579 areaDamage.Destroy();
2580 }
2581
2582 m_DamageTriggers.Remove( slot_name );
2583 }
2584 }
2585 }
2586
2587 override bool IsIgnoredByConstruction()
2588 {
2589 return true;
2590 }
2591
2592 //================================================================
2593 // SOUNDS
2594 //================================================================
2595 protected void SoundBuildStart( string part_name )
2596 {
2597 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2598 }
2599
2600 protected void SoundDismantleStart( string part_name )
2601 {
2602 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2603 }
2604
2605 protected void SoundDestroyStart( string part_name )
2606 {
2607 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2608 }
2609
2610 protected string GetBuildSoundByMaterial( string part_name )
2611 {
2612 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2613
2614 switch ( material_type )
2615 {
2616 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2617 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2618 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2619 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2620 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2621 }
2622
2623 return "";
2624 }
2625
2626 protected string GetDismantleSoundByMaterial( string part_name )
2627 {
2628 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2629
2630 switch ( material_type )
2631 {
2632 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2633 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2634 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2635 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2636 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2637 }
2638
2639 return "";
2640 }
2641
2642 //misc
2643 void CheckForHybridAttachments( EntityAI item, string slot_name )
2644 {
2645 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2646 {
2647 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2648 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2649 {
2650 SetHealth(slot_name,"Health",item.GetHealth());
2651 }
2652 }
2653 }
2654
2655 override int GetDamageSystemVersionChange()
2656 {
2657 return 111;
2658 }
2659
2660 override void SetActions()
2661 {
2662 super.SetActions();
2663
2667 }
2668
2669 protected void DestroyConstructedParts()
2670 {
2671 Construction construction = GetConstruction();
2672 if (!construction)
2673 return;
2674
2675 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2676 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2677 {
2678 ConstructionPart part = constructionParts.GetElement(i);
2679 if (part && part.IsBuilt() && !part.IsUtilityPart())
2680 {
2681 construction.DestroyPartServer(null, part.GetPartName(), -1);
2682 }
2683 }
2684 }
2685
2686 protected void HandleFallingForConstructedParts()
2687 {
2688 Construction construction = GetConstruction();
2689 if (!construction)
2690 return;
2691
2692 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2693 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2694 {
2695 ConstructionPart part = constructionParts.GetElement(i);
2696 if (part && part.IsBuilt() && !part.IsUtilityPart())
2697 {
2698 construction.HandleEntityFalling(part.GetPartName());
2699 }
2700 }
2701 }
2702
2704 override void OnItemFallRebuilding()
2705 {
2706 if (!g_Game.IsServer())
2707 return;
2708
2711
2712 if (DestroyOnFall())
2713 {
2715 {
2717 }
2718 else
2719 {
2721 {
2723 }
2724 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2725 }
2726 }
2727 }
2728
2730 {
2731 if (HasAnyAttachmentsOrCargo())
2732 {
2734 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2735 }
2736 }
2737
2738 //================================================================
2739 // DEBUG
2740 //================================================================
2741
2744 {
2745 return null;
2746 }
2747
2748 override void OnDebugSpawn()
2749 {
2750 FullyBuild();
2751 }
2752
2753 void FullyBuild()
2754 {
2756 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2757
2758 Man p;
2759
2760 #ifdef SERVER
2761 array<Man> players = new array<Man>;
2762 g_Game.GetWorld().GetPlayerList(players);
2763 if (players.Count())
2764 p = players[0];
2765 #else
2766 p = g_Game.GetPlayer();
2767 #endif
2768
2769 foreach (ConstructionPart part : parts)
2770 {
2771 bool excluded = false;
2772 string partName = part.GetPartName();
2773 if (excludes)
2774 {
2775 foreach (string exclude : excludes)
2776 {
2777 if (partName.Contains(exclude))
2778 {
2779 excluded = true;
2780 break;
2781 }
2782 }
2783 }
2784
2785 if (!excluded)
2786 {
2787 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2788 }
2789 }
2790
2791 GetConstruction().UpdateVisuals();
2792 }
2793
2795 //Deprecated code playpen//
2797 [Obsolete("handled in the Construction component directly")]
2798 protected void HandleItemFalling(ConstructionPart part)
2799 {
2800 }
2801
2802 [Obsolete("handled in the Construction component directly")]
2803 protected void ItemFall(vector min, vector max)
2804 {
2805 }
2806
2807 [Obsolete("obsolete debug method")]
2808 protected void DebugCustomState()
2809 {
2810 }
2811}
2812
2813void bsbDebugPrint (string s)
2814{
2815#ifdef BSB_DEBUG
2816 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2817#else
2818 //Print("" + s); // comment/uncomment to hide/see debug logs
2819#endif
2820}
2821void bsbDebugSpam (string s)
2822{
2823#ifdef BSB_DEBUG_SPAM
2824 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2825#else
2826 //Print("" + s); // comment/uncomment to hide/see debug logs
2827#endif
2828}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в TerritoryFlag::FullyBuild(), ItemBase::OnPartBuiltServer(), ItemBase::OnPartDestroyedServer() и ItemBase::OnPartDismantledServer().