DayZ 1.30
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◆ ResetActionSyncData()

void bsbDebugPrint::ResetActionSyncData ( )
protected

См. определение в файле BaseBuildingBase.c строка 1529

1531{
1532 const string ANIMATION_DEPLOYED = "Deployed";
1533
1534 float m_ConstructionKitHealth; //stored health value for used construction kit
1535
1536 bool m_HasBase;
1537 //variables for synchronization of base building parts (2x31 is the current limit)
1538 int m_SyncParts01; //synchronization for already built parts (31 parts)
1539 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1540 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1541 int m_InteractedPartId; //construction part id that an action was performed on
1542 int m_PerformedActionId; //action id that was performed on a construction part
1543 protected ref ConstructionBasic m_Construction;
1544
1545 //Sounds
1546 //build
1547 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1548 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1549 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1550 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1551 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1552 //dismantle
1553 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1554 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1555 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1556 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1557 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1558
1559 protected EffectSound m_Sound;
1560
1564
1565 // Constructor
1566 void BaseBuildingBase()
1567 {
1569
1570 //synchronized variables
1571 RegisterNetSyncVariableInt( "m_SyncParts01" );
1572 RegisterNetSyncVariableInt( "m_SyncParts02" );
1573 RegisterNetSyncVariableInt( "m_SyncParts03" );
1574 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1575 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1576 RegisterNetSyncVariableBool( "m_HasBase" );
1577
1578 //Construction init
1579 ConstructionInit();
1580
1581 if (ConfigIsExisting("hybridAttachments"))
1582 {
1584 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1585 }
1586 if (ConfigIsExisting("mountables"))
1587 {
1589 ConfigGetTextArray("mountables", m_Mountables);
1590 }
1591
1592 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1593 SetAllowDamage(true);
1594 }
1595
1596 override string GetInvulnerabilityTypeString()
1597 {
1598 return "disableBaseDamage";
1599 }
1600
1601 override bool CanObstruct()
1602 {
1603 return true;
1604 }
1605
1606 override int GetHideIconMask()
1607 {
1608 return EInventoryIconVisibility.HIDE_VICINITY;
1609 }
1610
1611 override void InitItemSounds()
1612 {
1613 super.InitItemSounds();
1614
1616 SoundParameters params = new SoundParameters();
1617 params.m_Loop = true;
1618
1619 if (GetFoldSoundset() != string.Empty)
1620 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1621 if (GetLoopFoldSoundset() != string.Empty)
1622 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1623 }
1624
1625 override string GetFoldSoundset()
1626 {
1627 return "putDown_FenceKit_SoundSet";
1628 }
1629
1630 override string GetLoopFoldSoundset()
1631 {
1632 return "Shelter_Site_Build_Loop_SoundSet";
1633 }
1634
1635 // --- SYNCHRONIZATION
1637 {
1638 if ( g_Game.IsServer() )
1639 {
1640 SetSynchDirty();
1641 }
1642 }
1643
1644 override void OnVariablesSynchronized()
1645 {
1646 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1647 super.OnVariablesSynchronized();
1648
1649 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1650 }
1651
1652 protected void OnSynchronizedClient()
1653 {
1654 //update parts
1656
1657 //update action on part
1659
1660 //update visuals (client)
1661 UpdateVisuals();
1662 }
1663
1664 //parts synchronization
1665 void RegisterPartForSync( int part_id )
1666 {
1667 //part_id must starts from index = 1
1668 int offset;
1669 int mask;
1670
1671 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1672 {
1673 offset = part_id - 1;
1674 mask = 1 << offset;
1675
1676 m_SyncParts01 = m_SyncParts01 | mask;
1677 }
1678 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1679 {
1680 offset = ( part_id % 32 );
1681 mask = 1 << offset;
1682
1683 m_SyncParts02 = m_SyncParts02 | mask;
1684 }
1685 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1686 {
1687 offset = ( part_id % 63 );
1688 mask = 1 << offset;
1689
1690 m_SyncParts03 = m_SyncParts03 | mask;
1691 }
1692 }
1693
1694 void UnregisterPartForSync( int part_id )
1695 {
1696 //part_id must starts from index = 1
1697 int offset;
1698 int mask;
1699
1700 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1701 {
1702 offset = part_id - 1;
1703 mask = 1 << offset;
1704
1705 m_SyncParts01 = m_SyncParts01 & ~mask;
1706 }
1707 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1708 {
1709 offset = ( part_id % 32 );
1710 mask = 1 << offset;
1711
1712 m_SyncParts02 = m_SyncParts02 & ~mask;
1713 }
1714 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1715 {
1716 offset = ( part_id % 63 );
1717 mask = 1 << offset;
1718
1719 m_SyncParts03 = m_SyncParts03 & ~mask;
1720 }
1721 }
1722
1723 bool IsPartBuildInSyncData( int part_id )
1724 {
1725 //part_id must starts from index = 1
1726 int offset;
1727 int mask;
1728
1729 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1730 {
1731 offset = part_id - 1;
1732 mask = 1 << offset;
1733
1734 if ( ( m_SyncParts01 & mask ) > 0 )
1735 {
1736 return true;
1737 }
1738 }
1739 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1740 {
1741 offset = ( part_id % 32 );
1742 mask = 1 << offset;
1743
1744 if ( ( m_SyncParts02 & mask ) > 0 )
1745 {
1746 return true;
1747 }
1748 }
1749 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1750 {
1751 offset = ( part_id % 63 );
1752 mask = 1 << offset;
1753
1754 if ( ( m_SyncParts03 & mask ) > 0 )
1755 {
1756 return true;
1757 }
1758 }
1759
1760 return false;
1761 }
1762
1763 protected void RegisterActionForSync( int part_id, int action_id )
1764 {
1765 m_InteractedPartId = part_id;
1766 m_PerformedActionId = action_id;
1767 }
1768
1769 protected void ResetActionSyncData()
1770 {
1771 //reset data
1772 m_InteractedPartId = -1;
1774 }
1775
1776 protected void SetActionFromSyncData()
1777 {
1778 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1779 {
1781 int build_action_id = m_PerformedActionId;
1782
1783 switch( build_action_id )
1784 {
1785 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1786 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1787 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1788 }
1789 }
1790 }
1791 //------
1792
1794 {
1795 string key = part.GetPartName();
1796 bool is_base = part.IsBase();
1797 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1798 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1799 if ( is_part_built_sync )
1800 {
1801 if ( !part.IsBuilt() )
1802 {
1803 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1804 GetConstruction().AddToConstructedParts( key );
1805 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1806
1807 if (is_base)
1808 {
1810 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1811 }
1812 }
1813 }
1814 else
1815 {
1816 if ( part.IsBuilt() )
1817 {
1818 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1819 GetConstruction().RemoveFromConstructedParts( key );
1820 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1821
1822 if (is_base)
1823 {
1825 AddProxyPhysics( ANIMATION_DEPLOYED );
1826 }
1827 }
1828 }
1829
1830 //check slot lock for material attachments
1831 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1832 }
1833
1834 //set construction parts based on synchronized data
1836 {
1837 Construction construction = GetConstruction();
1838 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1839
1840 for ( int i = 0; i < construction_parts.Count(); ++i )
1841 {
1842 string key = construction_parts.GetKey( i );
1843 ConstructionPart value = construction_parts.Get( key );
1844 SetPartFromSyncData(value);
1845 }
1846
1847 //regenerate navmesh
1848 UpdateNavmesh();
1849 }
1850
1851 protected ConstructionPart GetConstructionPartById( int id )
1852 {
1853 Construction construction = GetConstruction();
1854 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1855
1856 for ( int i = 0; i < construction_parts.Count(); ++i )
1857 {
1858 string key = construction_parts.GetKey( i );
1859 ConstructionPart value = construction_parts.Get( key );
1860
1861 if ( value.GetId() == id )
1862 {
1863 return value;
1864 }
1865 }
1866
1867 return NULL;
1868 }
1869 //
1870
1871 //Base
1872 bool HasBase()
1873 {
1874 return m_HasBase;
1875 }
1876
1877 void SetBaseState( bool has_base )
1878 {
1879 m_HasBase = has_base;
1880 }
1881
1882 override bool IsDeployable()
1883 {
1884 return true;
1885 }
1886
1887 bool IsOpened()
1888 {
1889 return false;
1890 }
1891
1892 //--- CONSTRUCTION KIT
1894 {
1895 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1896 if ( m_ConstructionKitHealth > 0 )
1897 {
1898 construction_kit.SetHealth( m_ConstructionKitHealth );
1899 }
1900
1901 return construction_kit;
1902 }
1903
1904 void CreateConstructionKitInHands(notnull PlayerBase player)
1905 {
1906 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1907 if ( m_ConstructionKitHealth > 0 )
1908 {
1909 construction_kit.SetHealth( m_ConstructionKitHealth );
1910 }
1911 }
1912
1913 protected vector GetKitSpawnPosition()
1914 {
1915 return GetPosition();
1916 }
1917
1918 protected string GetConstructionKitType()
1919 {
1920 return "";
1921 }
1922
1923 void DestroyConstructionKit( ItemBase construction_kit )
1924 {
1925 m_ConstructionKitHealth = construction_kit.GetHealth();
1926 g_Game.ObjectDelete( construction_kit );
1927 }
1928
1929 //--- CONSTRUCTION
1930 void DestroyConstruction()
1931 {
1932 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1933 g_Game.ObjectDelete( this );
1934 }
1935
1936 // --- EVENTS
1937 override void EEDelete(EntityAI parent)
1938 {
1939 super.EEDelete(parent);
1940
1941 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1942 {
1943 areaDamage.Destroy();
1944 }
1945
1946 }
1947
1948 override void OnStoreSave( ParamsWriteContext ctx )
1949 {
1950 super.OnStoreSave( ctx );
1951
1952 //sync parts 01
1953 ctx.Write( m_SyncParts01 );
1954 ctx.Write( m_SyncParts02 );
1955 ctx.Write( m_SyncParts03 );
1956
1957 ctx.Write( m_HasBase );
1958 }
1959
1960 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1961 {
1962 if ( !super.OnStoreLoad( ctx, version ) )
1963 return false;
1964
1965 //--- Base building data ---
1966 //Restore synced parts data
1967 if ( !ctx.Read( m_SyncParts01 ) )
1968 {
1969 m_SyncParts01 = 0; //set default
1970 return false;
1971 }
1972 if ( !ctx.Read( m_SyncParts02 ) )
1973 {
1974 m_SyncParts02 = 0; //set default
1975 return false;
1976 }
1977 if ( !ctx.Read( m_SyncParts03 ) )
1978 {
1979 m_SyncParts03 = 0; //set default
1980 return false;
1981 }
1982
1983 //has base
1984 if ( !ctx.Read( m_HasBase ) )
1985 {
1986 m_HasBase = false;
1987 return false;
1988 }
1989 //---
1990
1991 return true;
1992 }
1993
1994 override void AfterStoreLoad()
1995 {
1996 super.AfterStoreLoad();
1997
1999 {
2001 }
2002 }
2003
2005 {
2006 //update server data
2008
2009 //set base state
2010 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2011 SetBaseState( part.IsBuilt() ) ;
2012
2013 //synchronize after load
2015 }
2016
2017 override void OnCreatePhysics()
2018 {
2019 super.OnCreatePhysics();
2020
2021 ConstructionInit();
2023 }
2024
2025 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2026 {
2028 return;
2029
2030 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2031 }
2032
2033 override void EEOnAfterLoad()
2034 {
2036 {
2037 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2038 }
2039
2040 super.EEOnAfterLoad();
2041 }
2042
2043 override void EEItemAttached( EntityAI item, string slot_name )
2044 {
2045 super.EEItemAttached( item, slot_name );
2046
2047 CheckForHybridAttachments( item, slot_name );
2048 UpdateVisuals();
2049 UpdateAttachmentPhysics( slot_name, false );
2050 }
2051
2052 override void EEItemDetached( EntityAI item, string slot_name )
2053 {
2054 super.EEItemDetached( item, slot_name );
2055
2056 UpdateVisuals();
2057 UpdateAttachmentPhysics( slot_name, false );
2058 }
2059
2060 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2061 {
2062 string slot_name = InventorySlots.GetSlotName( slotId );
2063 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2064
2065 UpdateAttachmentVisuals( slot_name, locked );
2066 UpdateAttachmentPhysics( slot_name, locked );
2067 }
2068
2069 //ignore out of reach condition
2070 override bool IgnoreOutOfReachCondition()
2071 {
2072 return true;
2073 }
2074
2075 //CONSTRUCTION EVENTS
2076 //Build
2077 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2078 {
2079 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2080
2081 //check base state
2082 if (construtionPart.IsBase())
2083 {
2084 SetBaseState(true);
2085
2086 //spawn kit
2088 }
2089
2090 //register constructed parts for synchronization
2091 RegisterPartForSync(construtionPart.GetId());
2092
2093 //register action that was performed on part
2094 RegisterActionForSync(construtionPart.GetId(), action_id);
2095
2096 //synchronize
2098
2099 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2100
2101 UpdateNavmesh();
2102
2103 //update visuals
2104 UpdateVisuals();
2105
2106 //reset action sync data
2107 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2108 }
2109
2110 void OnPartBuiltClient(string part_name, int action_id)
2111 {
2112 //play sound
2113 SoundBuildStart( part_name );
2114 }
2115
2116 //Dismantle
2117 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2118 {
2119 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2120 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2121
2122 //register constructed parts for synchronization
2123 UnregisterPartForSync(construtionPart.GetId());
2124
2125 //register action that was performed on part
2126 RegisterActionForSync(construtionPart.GetId(), action_id);
2127
2128 //synchronize
2130
2131 // server part of sync, client will be synced from SetPartsFromSyncData
2132 SetPartFromSyncData(construtionPart);
2133
2134 UpdateNavmesh();
2135
2136 //update visuals
2137 UpdateVisuals();
2138
2139 //reset action sync data
2140 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2141
2142 //check base state
2143 if (construtionPart.IsBase())
2144 {
2145 //Destroy construction
2146 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2147 }
2148 }
2149
2150 void OnPartDismantledClient( string part_name, int action_id )
2151 {
2152 //play sound
2153 SoundDismantleStart( part_name );
2154 }
2155
2156 //Destroy
2157 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2158 {
2159 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2160 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2161
2162 //register constructed parts for synchronization
2163 UnregisterPartForSync(construtionPart.GetId());
2164
2165 //register action that was performed on part
2166 RegisterActionForSync(construtionPart.GetId(), action_id);
2167
2168 //synchronize
2170
2171 // server part of sync, client will be synced from SetPartsFromSyncData
2172 SetPartFromSyncData(construtionPart);
2173
2174 UpdateNavmesh();
2175
2176 //update visuals
2177 UpdateVisuals();
2178
2179 //reset action sync data
2180 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2181
2182 //check base state
2183 if (construtionPart.IsBase())
2184 {
2185 //Destroy construction
2186 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2187 }
2188 }
2189
2190 void OnPartDestroyedClient( string part_name, int action_id )
2191 {
2192 //play sound
2193 SoundDestroyStart( part_name );
2194 }
2195
2196 // --- UPDATE
2197 void InitBaseState()
2198 {
2199 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2200
2201 InitVisuals();
2202 UpdateNavmesh(); //regenerate navmesh
2203 }
2204
2205 void InitVisuals()
2206 {
2207 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2208 //check base
2209 if ( !HasBase() )
2210 {
2211 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2212 }
2213 else
2214 {
2215 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2216 }
2217
2218 GetConstruction().InitVisuals();
2219 }
2220
2221 void UpdateVisuals()
2222 {
2223 array<string> attachmentSlots = new array<string>;
2224
2225 GetAttachmentSlots(this, attachmentSlots);
2226 foreach (string slotName : attachmentSlots)
2227 {
2229 }
2230
2231 //check base
2232 if (!HasBase())
2233 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2234 else
2235 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2236
2237 GetConstruction().UpdateVisuals();
2238 }
2239
2240 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2241 {
2242 string slotNameMounted = slot_name + "_Mounted";
2243 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2244
2245 if (attachment)
2246 {
2247 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2248 if (barbedWire && barbedWire.IsMounted())
2249 CreateAreaDamage(slotNameMounted);
2250 else
2251 DestroyAreaDamage(slotNameMounted);
2252
2253 if (is_locked)
2254 {
2255 SetAnimationPhase(slotNameMounted, 0);
2256 SetAnimationPhase(slot_name, 1);
2257 }
2258 else
2259 {
2260 SetAnimationPhase(slotNameMounted, 1);
2261 SetAnimationPhase(slot_name, 0);
2262 }
2263 }
2264 else
2265 {
2266 SetAnimationPhase(slotNameMounted, 1);
2267 SetAnimationPhase(slot_name, 1);
2268
2269 DestroyAreaDamage(slotNameMounted);
2270 }
2271 }
2272
2273 // avoid calling this function on frequent occasions, it's a massive performance hit
2274 void UpdatePhysics()
2275 {
2277 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2278
2279 array<string> attachmentSlots = new array<string>;
2280 GetAttachmentSlots(this, attachmentSlots);
2281
2283 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2284
2285 foreach (string slotName : attachmentSlots)
2286 {
2288 }
2289
2290 //check base
2291 if (!HasBase())
2292 {
2294 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2295
2296 AddProxyPhysics(ANIMATION_DEPLOYED);
2297 }
2298 else
2299 {
2301 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2302
2303 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2304 }
2305
2306 GetConstruction().UpdatePhysics();
2307 UpdateNavmesh();
2308 }
2309
2310 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2311 {
2312 //checks for invalid appends; hotfix
2313 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2314 return;
2315 //----------------------------------
2316 string slot_name_mounted = slot_name + "_Mounted";
2317 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2318
2319 //remove proxy physics
2320 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2321 RemoveProxyPhysics( slot_name_mounted );
2322 RemoveProxyPhysics( slot_name );
2323
2324 if ( attachment )
2325 {
2326 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2327 if ( is_locked )
2328 {
2329 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2330 AddProxyPhysics( slot_name_mounted );
2331 }
2332 else
2333 {
2334 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2335 AddProxyPhysics( slot_name );
2336 }
2337 }
2338 }
2339
2340 protected void UpdateNavmesh()
2341 {
2342 SetAffectPathgraph( true, false );
2343 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2344 }
2345
2346 override bool CanUseConstruction()
2347 {
2348 return true;
2349 }
2350
2351 override bool CanUseConstructionBuild()
2352 {
2353 return true;
2354 }
2355
2356 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2357 {
2358 if ( attachment )
2359 {
2360 InventoryLocation inventory_location = new InventoryLocation;
2361 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2362
2363 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2364 }
2365
2366 return false;
2367 }
2368
2369 protected bool IsAttachmentSlotLocked( string slot_name )
2370 {
2371 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2372 }
2373
2374 //--- ATTACHMENT SLOTS
2375 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2376 {
2377 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2378 if ( g_Game.ConfigIsExisting( config_path ) )
2379 {
2380 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2381 }
2382 }
2383
2384 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2385 {
2386 return true;
2387 }
2388
2389 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2390 {
2391 return true;
2392 }
2393
2394 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2395 {
2396 return true;
2397 }
2398
2399 // --- INIT
2401 {
2402 m_Construction = new Construction(this);
2403 return m_Construction;
2404 }
2405
2407 {
2408 return m_Construction;
2409 }
2410
2412 {
2413 return Construction.Cast(m_Construction);
2414 }
2415
2417 {
2418 int attachment_count = GetInventory().AttachmentCount();
2419 if ( attachment_count > 0 )
2420 {
2421 if ( HasBase() && attachment_count == 1 )
2422 {
2423 return false;
2424 }
2425
2426 return true;
2427 }
2428
2429 return false;
2430 }
2431
2432 override bool ShowZonesHealth()
2433 {
2434 return true;
2435 }
2436
2437 override bool IsTakeable()
2438 {
2439 return false;
2440 }
2441
2442 //this into/outo parent.Cargo
2443 override bool CanPutInCargo( EntityAI parent )
2444 {
2445 return false;
2446 }
2447
2448 override bool CanRemoveFromCargo( EntityAI parent )
2449 {
2450 return false;
2451 }
2452
2453 //hands
2454 override bool CanPutIntoHands( EntityAI parent )
2455 {
2456 return false;
2457 }
2458
2459 //--- ACTION CONDITIONS
2460 //direction
2461 override bool IsFacingPlayer( PlayerBase player, string selection )
2462 {
2463 return true;
2464 }
2465
2466 override bool IsPlayerInside( PlayerBase player, string selection )
2467 {
2468 return true;
2469 }
2470
2473 {
2474 return false;
2475 }
2476
2477 //roof check
2478 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2479 {
2480 return false;
2481 }
2482
2483 //selection->player distance check
2484 bool HasProperDistance( string selection, PlayerBase player )
2485 {
2486 return true;
2487 }
2488
2489 //folding
2491 {
2492 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2493 {
2494 return false;
2495 }
2496
2497 return true;
2498 }
2499
2501 {
2504
2505 return item;
2506 }
2507
2508 //Damage triggers (barbed wire)
2509 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2510 {
2511 if ( g_Game && g_Game.IsServer() )
2512 {
2513 //destroy area damage if some already exists
2514 DestroyAreaDamage( slot_name );
2515
2516 //create new area damage
2518 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2519
2520 vector min_max[2];
2521 if ( MemoryPointExists( slot_name + "_min" ) )
2522 {
2523 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2524 }
2525 if ( MemoryPointExists( slot_name + "_max" ) )
2526 {
2527 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2528 }
2529
2530 //get proper trigger extents (min<max)
2531 vector extents[2];
2532 GetConstruction().GetTriggerExtents( min_max, extents );
2533
2534 //get box center
2535 vector center;
2536 center = GetConstruction().GetBoxCenter( min_max );
2537 center = ModelToWorld( center );
2538
2539 //rotate center if needed
2541 CalcDamageAreaRotation( rotation_angle, center, orientation );
2542
2543 areaDamage.SetExtents( extents[0], extents[1] );
2544 areaDamage.SetAreaPosition( center );
2545 areaDamage.SetAreaOrientation( orientation );
2546 areaDamage.SetLoopInterval( 1.0 );
2547 areaDamage.SetDeferDuration( 0.2 );
2548 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2549 areaDamage.SetAmmoName( "BarbedWireHit" );
2550 areaDamage.Spawn();
2551
2552 m_DamageTriggers.Insert( slot_name, areaDamage );
2553 }
2554 }
2555
2556 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2557 {
2558 if ( angle_deg != 0 )
2559 {
2560 //orientation
2561 orientation[0] = orientation[0] - angle_deg;
2562
2563 //center
2564 vector rotate_axis;
2565 if ( MemoryPointExists( "rotate_axis" ) )
2566 {
2567 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2568 }
2569 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];
2570 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];
2571 center[0] = r_center_x;
2572 center[2] = r_center_z;
2573 }
2574 }
2575
2576 void DestroyAreaDamage( string slot_name )
2577 {
2578 if (g_Game && g_Game.IsServer())
2579 {
2581 if (m_DamageTriggers.Find(slot_name, areaDamage))
2582 {
2583 if (areaDamage)
2584 {
2585 areaDamage.Destroy();
2586 }
2587
2588 m_DamageTriggers.Remove( slot_name );
2589 }
2590 }
2591 }
2592
2593 override bool IsIgnoredByConstruction()
2594 {
2595 return true;
2596 }
2597
2598 //================================================================
2599 // SOUNDS
2600 //================================================================
2601 protected void SoundBuildStart( string part_name )
2602 {
2603 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2604 }
2605
2606 protected void SoundDismantleStart( string part_name )
2607 {
2608 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2609 }
2610
2611 protected void SoundDestroyStart( string part_name )
2612 {
2613 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2614 }
2615
2616 protected string GetBuildSoundByMaterial( string part_name )
2617 {
2618 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2619
2620 switch ( material_type )
2621 {
2622 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2623 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2624 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2625 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2626 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2627 }
2628
2629 return "";
2630 }
2631
2632 protected string GetDismantleSoundByMaterial( string part_name )
2633 {
2634 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2635
2636 switch ( material_type )
2637 {
2638 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2639 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2640 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2641 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2642 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2643 }
2644
2645 return "";
2646 }
2647
2648 //misc
2649 void CheckForHybridAttachments( EntityAI item, string slot_name )
2650 {
2651 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2652 {
2653 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2654 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2655 {
2656 SetHealth(slot_name,"Health",item.GetHealth());
2657 }
2658 }
2659 }
2660
2661 override int GetDamageSystemVersionChange()
2662 {
2663 return 111;
2664 }
2665
2666 override void SetActions()
2667 {
2668 super.SetActions();
2669
2673 }
2674
2675 protected void DestroyConstructedParts()
2676 {
2677 Construction construction = GetConstruction();
2678 if (!construction)
2679 return;
2680
2681 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2682 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2683 {
2684 ConstructionPart part = constructionParts.GetElement(i);
2685 if (part && part.IsBuilt() && !part.IsUtilityPart())
2686 {
2687 construction.DestroyPartServer(null, part.GetPartName(), -1);
2688 }
2689 }
2690 }
2691
2692 protected void HandleFallingForConstructedParts()
2693 {
2694 Construction construction = GetConstruction();
2695 if (!construction)
2696 return;
2697
2698 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2699 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2700 {
2701 ConstructionPart part = constructionParts.GetElement(i);
2702 if (part && part.IsBuilt() && !part.IsUtilityPart())
2703 {
2704 construction.HandleEntityFalling(part.GetPartName());
2705 }
2706 }
2707 }
2708
2710 override void OnItemFallRebuilding()
2711 {
2712 if (!g_Game.IsServer())
2713 return;
2714
2717
2718 if (DestroyOnFall())
2719 {
2721 {
2723 }
2724 else
2725 {
2727 {
2729 }
2730 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2731 }
2732 }
2733 }
2734
2736 {
2737 if (HasAnyAttachmentsOrCargo())
2738 {
2740 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2741 }
2742 }
2743
2744 //================================================================
2745 // DEBUG
2746 //================================================================
2747
2750 {
2751 return null;
2752 }
2753
2754 override void OnDebugSpawn()
2755 {
2756 FullyBuild();
2757 }
2758
2759 void FullyBuild()
2760 {
2762 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2763
2764 Man p;
2765
2766 #ifdef SERVER
2767 array<Man> players = new array<Man>;
2768 g_Game.GetWorld().GetPlayerList(players);
2769 if (players.Count())
2770 p = players[0];
2771 #else
2772 p = g_Game.GetPlayer();
2773 #endif
2774
2775 foreach (ConstructionPart part : parts)
2776 {
2777 bool excluded = false;
2778 string partName = part.GetPartName();
2779 if (excludes)
2780 {
2781 foreach (string exclude : excludes)
2782 {
2783 if (partName.Contains(exclude))
2784 {
2785 excluded = true;
2786 break;
2787 }
2788 }
2789 }
2790
2791 if (!excluded)
2792 {
2793 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2794 }
2795 }
2796
2797 GetConstruction().UpdateVisuals();
2798 }
2799
2801 //Deprecated code playpen//
2803 [Obsolete("handled in the Construction component directly")]
2804 protected void HandleItemFalling(ConstructionPart part)
2805 {
2806 }
2807
2808 [Obsolete("handled in the Construction component directly")]
2809 protected void ItemFall(vector min, vector max)
2810 {
2811 }
2812
2813 [Obsolete("obsolete debug method")]
2814 protected void DebugCustomState()
2815 {
2816 }
2817}
2818
2819void bsbDebugPrint (string s)
2820{
2821#ifdef BSB_DEBUG
2822 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2823#else
2824 //Print("" + s); // comment/uncomment to hide/see debug logs
2825#endif
2826}
2827void bsbDebugSpam (string s)
2828{
2829#ifdef BSB_DEBUG_SPAM
2830 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2831#else
2832 //Print("" + s); // comment/uncomment to hide/see debug logs
2833#endif
2834}
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().