DayZ 1.30
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◆ SetPartsFromSyncData()

void bsbDebugPrint::SetPartsFromSyncData ( )
protected

См. определение в файле BaseBuildingBase.c строка 1595

1597{
1598 const string ANIMATION_DEPLOYED = "Deployed";
1599
1600 float m_ConstructionKitHealth; //stored health value for used construction kit
1601
1602 bool m_HasBase;
1603 //variables for synchronization of base building parts (2x31 is the current limit)
1604 int m_SyncParts01; //synchronization for already built parts (31 parts)
1605 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1606 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1607 int m_InteractedPartId; //construction part id that an action was performed on
1608 int m_PerformedActionId; //action id that was performed on a construction part
1609 protected ref ConstructionBasic m_Construction;
1610
1611 //Sounds
1612 //build
1613 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1614 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1615 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1616 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1617 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1618 //dismantle
1619 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1620 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1621 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1622 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1623 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1624
1625 protected EffectSound m_Sound;
1626
1630
1631 // Constructor
1632 void BaseBuildingBase()
1633 {
1635
1636 //synchronized variables
1637 RegisterNetSyncVariableInt( "m_SyncParts01" );
1638 RegisterNetSyncVariableInt( "m_SyncParts02" );
1639 RegisterNetSyncVariableInt( "m_SyncParts03" );
1640 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1641 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1642 RegisterNetSyncVariableBool( "m_HasBase" );
1643
1644 //Construction init
1645 ConstructionInit();
1646
1647 if (ConfigIsExisting("hybridAttachments"))
1648 {
1650 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1651 }
1652 if (ConfigIsExisting("mountables"))
1653 {
1655 ConfigGetTextArray("mountables", m_Mountables);
1656 }
1657
1658 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1659 SetAllowDamage(true);
1660 }
1661
1662 override string GetInvulnerabilityTypeString()
1663 {
1664 return "disableBaseDamage";
1665 }
1666
1667 override bool CanObstruct()
1668 {
1669 return true;
1670 }
1671
1672 override int GetHideIconMask()
1673 {
1674 return EInventoryIconVisibility.HIDE_VICINITY;
1675 }
1676
1677 override void InitItemSounds()
1678 {
1679 super.InitItemSounds();
1680
1682 SoundParameters params = new SoundParameters();
1683 params.m_Loop = true;
1684
1685 if (GetFoldSoundset() != string.Empty)
1686 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1687 if (GetLoopFoldSoundset() != string.Empty)
1688 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1689 }
1690
1691 override string GetFoldSoundset()
1692 {
1693 return "putDown_FenceKit_SoundSet";
1694 }
1695
1696 override string GetLoopFoldSoundset()
1697 {
1698 return "Shelter_Site_Build_Loop_SoundSet";
1699 }
1700
1701 // --- SYNCHRONIZATION
1703 {
1704 if ( g_Game.IsServer() )
1705 {
1706 SetSynchDirty();
1707 }
1708 }
1709
1710 override void OnVariablesSynchronized()
1711 {
1712 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1713 super.OnVariablesSynchronized();
1714
1715 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1716 }
1717
1718 protected void OnSynchronizedClient()
1719 {
1720 //update parts
1722
1723 //update action on part
1725
1726 //update visuals (client)
1727 UpdateVisuals();
1728 }
1729
1730 //parts synchronization
1731 void RegisterPartForSync( int part_id )
1732 {
1733 //part_id must starts from index = 1
1734 int offset;
1735 int mask;
1736
1737 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1738 {
1739 offset = part_id - 1;
1740 mask = 1 << offset;
1741
1742 m_SyncParts01 = m_SyncParts01 | mask;
1743 }
1744 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1745 {
1746 offset = ( part_id % 32 );
1747 mask = 1 << offset;
1748
1749 m_SyncParts02 = m_SyncParts02 | mask;
1750 }
1751 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1752 {
1753 offset = ( part_id % 63 );
1754 mask = 1 << offset;
1755
1756 m_SyncParts03 = m_SyncParts03 | mask;
1757 }
1758 }
1759
1760 void UnregisterPartForSync( int part_id )
1761 {
1762 //part_id must starts from index = 1
1763 int offset;
1764 int mask;
1765
1766 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1767 {
1768 offset = part_id - 1;
1769 mask = 1 << offset;
1770
1771 m_SyncParts01 = m_SyncParts01 & ~mask;
1772 }
1773 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1774 {
1775 offset = ( part_id % 32 );
1776 mask = 1 << offset;
1777
1778 m_SyncParts02 = m_SyncParts02 & ~mask;
1779 }
1780 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1781 {
1782 offset = ( part_id % 63 );
1783 mask = 1 << offset;
1784
1785 m_SyncParts03 = m_SyncParts03 & ~mask;
1786 }
1787 }
1788
1789 bool IsPartBuildInSyncData( int part_id )
1790 {
1791 //part_id must starts from index = 1
1792 int offset;
1793 int mask;
1794
1795 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1796 {
1797 offset = part_id - 1;
1798 mask = 1 << offset;
1799
1800 if ( ( m_SyncParts01 & mask ) > 0 )
1801 {
1802 return true;
1803 }
1804 }
1805 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1806 {
1807 offset = ( part_id % 32 );
1808 mask = 1 << offset;
1809
1810 if ( ( m_SyncParts02 & mask ) > 0 )
1811 {
1812 return true;
1813 }
1814 }
1815 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1816 {
1817 offset = ( part_id % 63 );
1818 mask = 1 << offset;
1819
1820 if ( ( m_SyncParts03 & mask ) > 0 )
1821 {
1822 return true;
1823 }
1824 }
1825
1826 return false;
1827 }
1828
1829 protected void RegisterActionForSync( int part_id, int action_id )
1830 {
1831 m_InteractedPartId = part_id;
1832 m_PerformedActionId = action_id;
1833 }
1834
1835 protected void ResetActionSyncData()
1836 {
1837 //reset data
1838 m_InteractedPartId = -1;
1840 }
1841
1842 protected void SetActionFromSyncData()
1843 {
1844 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1845 {
1847 int build_action_id = m_PerformedActionId;
1848
1849 switch( build_action_id )
1850 {
1851 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1852 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1853 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1854 }
1855 }
1856 }
1857 //------
1858
1860 {
1861 string key = part.GetPartName();
1862 bool is_base = part.IsBase();
1863 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1864 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1865 if ( is_part_built_sync )
1866 {
1867 if ( !part.IsBuilt() )
1868 {
1869 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1870 GetConstruction().AddToConstructedParts( key );
1871 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1872
1873 if (is_base)
1874 {
1876 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1877 }
1878 }
1879 }
1880 else
1881 {
1882 if ( part.IsBuilt() )
1883 {
1884 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1885 GetConstruction().RemoveFromConstructedParts( key );
1886 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1887
1888 if (is_base)
1889 {
1891 AddProxyPhysics( ANIMATION_DEPLOYED );
1892 }
1893 }
1894 }
1895
1896 //check slot lock for material attachments
1897 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1898 }
1899
1900 //set construction parts based on synchronized data
1902 {
1903 Construction construction = GetConstruction();
1904 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1905
1906 for ( int i = 0; i < construction_parts.Count(); ++i )
1907 {
1908 string key = construction_parts.GetKey( i );
1909 ConstructionPart value = construction_parts.Get( key );
1910 SetPartFromSyncData(value);
1911 }
1912
1913 //regenerate navmesh
1914 UpdateNavmesh();
1915 }
1916
1917 protected ConstructionPart GetConstructionPartById( int id )
1918 {
1919 Construction construction = GetConstruction();
1920 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1921
1922 for ( int i = 0; i < construction_parts.Count(); ++i )
1923 {
1924 string key = construction_parts.GetKey( i );
1925 ConstructionPart value = construction_parts.Get( key );
1926
1927 if ( value.GetId() == id )
1928 {
1929 return value;
1930 }
1931 }
1932
1933 return NULL;
1934 }
1935 //
1936
1937 //Base
1938 bool HasBase()
1939 {
1940 return m_HasBase;
1941 }
1942
1943 void SetBaseState( bool has_base )
1944 {
1945 m_HasBase = has_base;
1946 }
1947
1948 override bool IsDeployable()
1949 {
1950 return true;
1951 }
1952
1953 bool IsOpened()
1954 {
1955 return false;
1956 }
1957
1958 //--- CONSTRUCTION KIT
1960 {
1961 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1962 if ( m_ConstructionKitHealth > 0 )
1963 {
1964 construction_kit.SetHealth( m_ConstructionKitHealth );
1965 }
1966
1967 return construction_kit;
1968 }
1969
1970 void CreateConstructionKitInHands(notnull PlayerBase player)
1971 {
1972 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1973 if ( m_ConstructionKitHealth > 0 )
1974 {
1975 construction_kit.SetHealth( m_ConstructionKitHealth );
1976 }
1977 }
1978
1979 protected vector GetKitSpawnPosition()
1980 {
1981 return GetPosition();
1982 }
1983
1984 protected string GetConstructionKitType()
1985 {
1986 return "";
1987 }
1988
1989 void DestroyConstructionKit( ItemBase construction_kit )
1990 {
1991 m_ConstructionKitHealth = construction_kit.GetHealth();
1992 g_Game.ObjectDelete( construction_kit );
1993 }
1994
1995 //--- CONSTRUCTION
1996 void DestroyConstruction()
1997 {
1998 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1999 g_Game.ObjectDelete( this );
2000 }
2001
2002 // --- EVENTS
2003 override void EEDelete(EntityAI parent)
2004 {
2005 super.EEDelete(parent);
2006
2007 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2008 {
2009 areaDamage.Destroy();
2010 }
2011
2012 }
2013
2014 override void OnStoreSave( ParamsWriteContext ctx )
2015 {
2016 super.OnStoreSave( ctx );
2017
2018 //sync parts 01
2019 ctx.Write( m_SyncParts01 );
2020 ctx.Write( m_SyncParts02 );
2021 ctx.Write( m_SyncParts03 );
2022
2023 ctx.Write( m_HasBase );
2024 }
2025
2026 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2027 {
2028 if ( !super.OnStoreLoad( ctx, version ) )
2029 return false;
2030
2031 //--- Base building data ---
2032 //Restore synced parts data
2033 if ( !ctx.Read( m_SyncParts01 ) )
2034 {
2035 m_SyncParts01 = 0; //set default
2036 return false;
2037 }
2038 if ( !ctx.Read( m_SyncParts02 ) )
2039 {
2040 m_SyncParts02 = 0; //set default
2041 return false;
2042 }
2043 if ( !ctx.Read( m_SyncParts03 ) )
2044 {
2045 m_SyncParts03 = 0; //set default
2046 return false;
2047 }
2048
2049 //has base
2050 if ( !ctx.Read( m_HasBase ) )
2051 {
2052 m_HasBase = false;
2053 return false;
2054 }
2055 //---
2056
2057 return true;
2058 }
2059
2060 override void AfterStoreLoad()
2061 {
2062 super.AfterStoreLoad();
2063
2065 {
2067 }
2068 }
2069
2071 {
2072 //update server data
2074
2075 //set base state
2076 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2077 SetBaseState( part.IsBuilt() ) ;
2078
2079 //synchronize after load
2081 }
2082
2083 override void OnCreatePhysics()
2084 {
2085 super.OnCreatePhysics();
2086
2087 ConstructionInit();
2089 }
2090
2091 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2092 {
2094 return;
2095
2096 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2097 }
2098
2099 override void EEOnAfterLoad()
2100 {
2102 {
2103 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2104 }
2105
2106 super.EEOnAfterLoad();
2107 }
2108
2109 override void EEItemAttached( EntityAI item, string slot_name )
2110 {
2111 super.EEItemAttached( item, slot_name );
2112
2113 CheckForHybridAttachments( item, slot_name );
2114 UpdateVisuals();
2115 UpdateAttachmentPhysics( slot_name, false );
2116 }
2117
2118 override void EEItemDetached( EntityAI item, string slot_name )
2119 {
2120 super.EEItemDetached( item, slot_name );
2121
2122 UpdateVisuals();
2123 UpdateAttachmentPhysics( slot_name, false );
2124 }
2125
2126 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2127 {
2128 string slot_name = InventorySlots.GetSlotName( slotId );
2129 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2130
2131 UpdateAttachmentVisuals( slot_name, locked );
2132 UpdateAttachmentPhysics( slot_name, locked );
2133 }
2134
2135 //ignore out of reach condition
2136 override bool IgnoreOutOfReachCondition()
2137 {
2138 return true;
2139 }
2140
2141 //CONSTRUCTION EVENTS
2142 //Build
2143 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2144 {
2145 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2146
2147 //check base state
2148 if (construtionPart.IsBase())
2149 {
2150 SetBaseState(true);
2151
2152 //spawn kit
2154 }
2155
2156 //register constructed parts for synchronization
2157 RegisterPartForSync(construtionPart.GetId());
2158
2159 //register action that was performed on part
2160 RegisterActionForSync(construtionPart.GetId(), action_id);
2161
2162 //synchronize
2164
2165 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2166
2167 UpdateNavmesh();
2168
2169 //update visuals
2170 UpdateVisuals();
2171
2172 //reset action sync data
2173 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2174 }
2175
2176 void OnPartBuiltClient(string part_name, int action_id)
2177 {
2178 //play sound
2179 SoundBuildStart( part_name );
2180 }
2181
2182 //Dismantle
2183 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2184 {
2185 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2186 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2187
2188 //register constructed parts for synchronization
2189 UnregisterPartForSync(construtionPart.GetId());
2190
2191 //register action that was performed on part
2192 RegisterActionForSync(construtionPart.GetId(), action_id);
2193
2194 //synchronize
2196
2197 // server part of sync, client will be synced from SetPartsFromSyncData
2198 SetPartFromSyncData(construtionPart);
2199
2200 UpdateNavmesh();
2201
2202 //update visuals
2203 UpdateVisuals();
2204
2205 //reset action sync data
2206 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2207
2208 //check base state
2209 if (construtionPart.IsBase())
2210 {
2211 //Destroy construction
2212 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2213 }
2214 }
2215
2216 void OnPartDismantledClient( string part_name, int action_id )
2217 {
2218 //play sound
2219 SoundDismantleStart( part_name );
2220 }
2221
2222 //Destroy
2223 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2224 {
2225 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2226 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2227
2228 //register constructed parts for synchronization
2229 UnregisterPartForSync(construtionPart.GetId());
2230
2231 //register action that was performed on part
2232 RegisterActionForSync(construtionPart.GetId(), action_id);
2233
2234 //synchronize
2236
2237 // server part of sync, client will be synced from SetPartsFromSyncData
2238 SetPartFromSyncData(construtionPart);
2239
2240 UpdateNavmesh();
2241
2242 //update visuals
2243 UpdateVisuals();
2244
2245 //reset action sync data
2246 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2247
2248 //check base state
2249 if (construtionPart.IsBase())
2250 {
2251 //Destroy construction
2252 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2253 }
2254 }
2255
2256 void OnPartDestroyedClient( string part_name, int action_id )
2257 {
2258 //play sound
2259 SoundDestroyStart( part_name );
2260 }
2261
2262 // --- UPDATE
2263 void InitBaseState()
2264 {
2265 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2266
2267 InitVisuals();
2268 UpdateNavmesh(); //regenerate navmesh
2269 }
2270
2271 void InitVisuals()
2272 {
2273 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2274 //check base
2275 if ( !HasBase() )
2276 {
2277 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2278 }
2279 else
2280 {
2281 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2282 }
2283
2284 GetConstruction().InitVisuals();
2285 }
2286
2287 void UpdateVisuals()
2288 {
2289 array<string> attachmentSlots = new array<string>;
2290
2291 GetAttachmentSlots(this, attachmentSlots);
2292 foreach (string slotName : attachmentSlots)
2293 {
2295 }
2296
2297 //check base
2298 if (!HasBase())
2299 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2300 else
2301 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2302
2303 GetConstruction().UpdateVisuals();
2304 }
2305
2306 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2307 {
2308 string slotNameMounted = slot_name + "_Mounted";
2309 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2310
2311 if (attachment)
2312 {
2313 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2314 if (barbedWire && barbedWire.IsMounted())
2315 CreateAreaDamage(slotNameMounted);
2316 else
2317 DestroyAreaDamage(slotNameMounted);
2318
2319 if (is_locked)
2320 {
2321 SetAnimationPhase(slotNameMounted, 0);
2322 SetAnimationPhase(slot_name, 1);
2323 }
2324 else
2325 {
2326 SetAnimationPhase(slotNameMounted, 1);
2327 SetAnimationPhase(slot_name, 0);
2328 }
2329 }
2330 else
2331 {
2332 SetAnimationPhase(slotNameMounted, 1);
2333 SetAnimationPhase(slot_name, 1);
2334
2335 DestroyAreaDamage(slotNameMounted);
2336 }
2337 }
2338
2339 // avoid calling this function on frequent occasions, it's a massive performance hit
2340 void UpdatePhysics()
2341 {
2343 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2344
2345 array<string> attachmentSlots = new array<string>;
2346 GetAttachmentSlots(this, attachmentSlots);
2347
2349 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2350
2351 foreach (string slotName : attachmentSlots)
2352 {
2354 }
2355
2356 //check base
2357 if (!HasBase())
2358 {
2360 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2361
2362 AddProxyPhysics(ANIMATION_DEPLOYED);
2363 }
2364 else
2365 {
2367 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2368
2369 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2370 }
2371
2372 GetConstruction().UpdatePhysics();
2373 UpdateNavmesh();
2374 }
2375
2376 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2377 {
2378 //checks for invalid appends; hotfix
2379 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2380 return;
2381 //----------------------------------
2382 string slot_name_mounted = slot_name + "_Mounted";
2383 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2384
2385 //remove proxy physics
2386 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2387 RemoveProxyPhysics( slot_name_mounted );
2388 RemoveProxyPhysics( slot_name );
2389
2390 if ( attachment )
2391 {
2392 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2393 if ( is_locked )
2394 {
2395 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2396 AddProxyPhysics( slot_name_mounted );
2397 }
2398 else
2399 {
2400 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2401 AddProxyPhysics( slot_name );
2402 }
2403 }
2404 }
2405
2406 protected void UpdateNavmesh()
2407 {
2408 SetAffectPathgraph( true, false );
2409 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2410 }
2411
2412 override bool CanUseConstruction()
2413 {
2414 return true;
2415 }
2416
2417 override bool CanUseConstructionBuild()
2418 {
2419 return true;
2420 }
2421
2422 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2423 {
2424 if ( attachment )
2425 {
2426 InventoryLocation inventory_location = new InventoryLocation;
2427 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2428
2429 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2430 }
2431
2432 return false;
2433 }
2434
2435 protected bool IsAttachmentSlotLocked( string slot_name )
2436 {
2437 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2438 }
2439
2440 //--- ATTACHMENT SLOTS
2441 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2442 {
2443 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2444 if ( g_Game.ConfigIsExisting( config_path ) )
2445 {
2446 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2447 }
2448 }
2449
2450 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2451 {
2452 return true;
2453 }
2454
2455 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2456 {
2457 return true;
2458 }
2459
2460 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2461 {
2462 return true;
2463 }
2464
2465 // --- INIT
2467 {
2468 m_Construction = new Construction(this);
2469 return m_Construction;
2470 }
2471
2473 {
2474 return m_Construction;
2475 }
2476
2478 {
2479 return Construction.Cast(m_Construction);
2480 }
2481
2483 {
2484 int attachment_count = GetInventory().AttachmentCount();
2485 if ( attachment_count > 0 )
2486 {
2487 if ( HasBase() && attachment_count == 1 )
2488 {
2489 return false;
2490 }
2491
2492 return true;
2493 }
2494
2495 return false;
2496 }
2497
2498 override bool ShowZonesHealth()
2499 {
2500 return true;
2501 }
2502
2503 override bool IsTakeable()
2504 {
2505 return false;
2506 }
2507
2508 //this into/outo parent.Cargo
2509 override bool CanPutInCargo( EntityAI parent )
2510 {
2511 return false;
2512 }
2513
2514 override bool CanRemoveFromCargo( EntityAI parent )
2515 {
2516 return false;
2517 }
2518
2519 //hands
2520 override bool CanPutIntoHands( EntityAI parent )
2521 {
2522 return false;
2523 }
2524
2525 //--- ACTION CONDITIONS
2526 //direction
2527 override bool IsFacingPlayer( PlayerBase player, string selection )
2528 {
2529 return true;
2530 }
2531
2532 override bool IsPlayerInside( PlayerBase player, string selection )
2533 {
2534 return true;
2535 }
2536
2539 {
2540 return false;
2541 }
2542
2543 //roof check
2544 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2545 {
2546 return false;
2547 }
2548
2549 //selection->player distance check
2550 bool HasProperDistance( string selection, PlayerBase player )
2551 {
2552 return true;
2553 }
2554
2555 //folding
2557 {
2558 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2559 {
2560 return false;
2561 }
2562
2563 return true;
2564 }
2565
2567 {
2570
2571 return item;
2572 }
2573
2574 //Damage triggers (barbed wire)
2575 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2576 {
2577 if ( g_Game && g_Game.IsServer() )
2578 {
2579 //destroy area damage if some already exists
2580 DestroyAreaDamage( slot_name );
2581
2582 //create new area damage
2584 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2585
2586 vector min_max[2];
2587 if ( MemoryPointExists( slot_name + "_min" ) )
2588 {
2589 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2590 }
2591 if ( MemoryPointExists( slot_name + "_max" ) )
2592 {
2593 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2594 }
2595
2596 //get proper trigger extents (min<max)
2597 vector extents[2];
2598 GetConstruction().GetTriggerExtents( min_max, extents );
2599
2600 //get box center
2601 vector center;
2602 center = GetConstruction().GetBoxCenter( min_max );
2603 center = ModelToWorld( center );
2604
2605 //rotate center if needed
2607 CalcDamageAreaRotation( rotation_angle, center, orientation );
2608
2609 areaDamage.SetExtents( extents[0], extents[1] );
2610 areaDamage.SetAreaPosition( center );
2611 areaDamage.SetAreaOrientation( orientation );
2612 areaDamage.SetLoopInterval( 1.0 );
2613 areaDamage.SetDeferDuration( 0.2 );
2614 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2615 areaDamage.SetAmmoName( "BarbedWireHit" );
2616 areaDamage.Spawn();
2617
2618 m_DamageTriggers.Insert( slot_name, areaDamage );
2619 }
2620 }
2621
2622 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2623 {
2624 if ( angle_deg != 0 )
2625 {
2626 //orientation
2627 orientation[0] = orientation[0] - angle_deg;
2628
2629 //center
2630 vector rotate_axis;
2631 if ( MemoryPointExists( "rotate_axis" ) )
2632 {
2633 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2634 }
2635 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];
2636 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];
2637 center[0] = r_center_x;
2638 center[2] = r_center_z;
2639 }
2640 }
2641
2642 void DestroyAreaDamage( string slot_name )
2643 {
2644 if (g_Game && g_Game.IsServer())
2645 {
2647 if (m_DamageTriggers.Find(slot_name, areaDamage))
2648 {
2649 if (areaDamage)
2650 {
2651 areaDamage.Destroy();
2652 }
2653
2654 m_DamageTriggers.Remove( slot_name );
2655 }
2656 }
2657 }
2658
2659 override bool IsIgnoredByConstruction()
2660 {
2661 return true;
2662 }
2663
2664 //================================================================
2665 // SOUNDS
2666 //================================================================
2667 protected void SoundBuildStart( string part_name )
2668 {
2669 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2670 }
2671
2672 protected void SoundDismantleStart( string part_name )
2673 {
2674 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2675 }
2676
2677 protected void SoundDestroyStart( string part_name )
2678 {
2679 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2680 }
2681
2682 protected string GetBuildSoundByMaterial( string part_name )
2683 {
2684 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2685
2686 switch ( material_type )
2687 {
2688 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2689 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2690 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2691 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2692 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2693 }
2694
2695 return "";
2696 }
2697
2698 protected string GetDismantleSoundByMaterial( string part_name )
2699 {
2700 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2701
2702 switch ( material_type )
2703 {
2704 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2705 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2706 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2707 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2708 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2709 }
2710
2711 return "";
2712 }
2713
2714 //misc
2715 void CheckForHybridAttachments( EntityAI item, string slot_name )
2716 {
2717 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2718 {
2719 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2720 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2721 {
2722 SetHealth(slot_name,"Health",item.GetHealth());
2723 }
2724 }
2725 }
2726
2727 override int GetDamageSystemVersionChange()
2728 {
2729 return 111;
2730 }
2731
2732 override void SetActions()
2733 {
2734 super.SetActions();
2735
2739 }
2740
2741 protected void DestroyConstructedParts()
2742 {
2743 Construction construction = GetConstruction();
2744 if (!construction)
2745 return;
2746
2747 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2748 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2749 {
2750 ConstructionPart part = constructionParts.GetElement(i);
2751 if (part && part.IsBuilt() && !part.IsUtilityPart())
2752 {
2753 construction.DestroyPartServer(null, part.GetPartName(), -1);
2754 }
2755 }
2756 }
2757
2758 protected void HandleFallingForConstructedParts()
2759 {
2760 Construction construction = GetConstruction();
2761 if (!construction)
2762 return;
2763
2764 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2765 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2766 {
2767 ConstructionPart part = constructionParts.GetElement(i);
2768 if (part && part.IsBuilt() && !part.IsUtilityPart())
2769 {
2770 construction.HandleEntityFalling(part.GetPartName());
2771 }
2772 }
2773 }
2774
2776 override void OnItemFallRebuilding()
2777 {
2778 if (!g_Game.IsServer())
2779 return;
2780
2783
2784 if (DestroyOnFall())
2785 {
2787 {
2789 }
2790 else
2791 {
2793 {
2795 }
2796 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2797 }
2798 }
2799 }
2800
2802 {
2803 if (HasAnyAttachmentsOrCargo())
2804 {
2806 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2807 }
2808 }
2809
2810 //================================================================
2811 // DEBUG
2812 //================================================================
2813
2816 {
2817 return null;
2818 }
2819
2820 override void OnDebugSpawn()
2821 {
2822 FullyBuild();
2823 }
2824
2825 void FullyBuild()
2826 {
2828 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2829
2830 Man p;
2831
2832 #ifdef SERVER
2833 array<Man> players = new array<Man>;
2834 g_Game.GetWorld().GetPlayerList(players);
2835 if (players.Count())
2836 p = players[0];
2837 #else
2838 p = g_Game.GetPlayer();
2839 #endif
2840
2841 foreach (ConstructionPart part : parts)
2842 {
2843 bool excluded = false;
2844 string partName = part.GetPartName();
2845 if (excludes)
2846 {
2847 foreach (string exclude : excludes)
2848 {
2849 if (partName.Contains(exclude))
2850 {
2851 excluded = true;
2852 break;
2853 }
2854 }
2855 }
2856
2857 if (!excluded)
2858 {
2859 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2860 }
2861 }
2862
2863 GetConstruction().UpdateVisuals();
2864 }
2865
2867 //Deprecated code playpen//
2869 [Obsolete("handled in the Construction component directly")]
2870 protected void HandleItemFalling(ConstructionPart part)
2871 {
2872 }
2873
2874 [Obsolete("handled in the Construction component directly")]
2875 protected void ItemFall(vector min, vector max)
2876 {
2877 }
2878
2879 [Obsolete("obsolete debug method")]
2880 protected void DebugCustomState()
2881 {
2882 }
2883}
2884
2885void bsbDebugPrint (string s)
2886{
2887#ifdef BSB_DEBUG
2888 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2889#else
2890 //Print("" + s); // comment/uncomment to hide/see debug logs
2891#endif
2892}
2893void bsbDebugSpam (string s)
2894{
2895#ifdef BSB_DEBUG_SPAM
2896 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2897#else
2898 //Print("" + s); // comment/uncomment to hide/see debug logs
2899#endif
2900}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в ItemBase::OnSynchronizedClient() и ItemBase::SetPartsAfterStoreLoad().