DayZ 1.30
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◆ GetInvulnerabilityTypeString()

override string bsbDebugPrint::GetInvulnerabilityTypeString ( )
protected

См. определение в файле BaseBuildingBase.c строка 1356

1358{
1359 const string ANIMATION_DEPLOYED = "Deployed";
1360
1361 float m_ConstructionKitHealth; //stored health value for used construction kit
1362
1363 bool m_HasBase;
1364 //variables for synchronization of base building parts (2x31 is the current limit)
1365 int m_SyncParts01; //synchronization for already built parts (31 parts)
1366 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1367 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1368 int m_InteractedPartId; //construction part id that an action was performed on
1369 int m_PerformedActionId; //action id that was performed on a construction part
1370 protected ref ConstructionBasic m_Construction;
1371
1372 //Sounds
1373 //build
1374 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1375 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1376 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1377 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1378 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1379 //dismantle
1380 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1381 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1382 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1383 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1384 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1385
1386 protected EffectSound m_Sound;
1387
1391
1392 // Constructor
1393 void BaseBuildingBase()
1394 {
1396
1397 //synchronized variables
1398 RegisterNetSyncVariableInt( "m_SyncParts01" );
1399 RegisterNetSyncVariableInt( "m_SyncParts02" );
1400 RegisterNetSyncVariableInt( "m_SyncParts03" );
1401 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1402 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1403 RegisterNetSyncVariableBool( "m_HasBase" );
1404
1405 //Construction init
1406 ConstructionInit();
1407
1408 if (ConfigIsExisting("hybridAttachments"))
1409 {
1411 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1412 }
1413 if (ConfigIsExisting("mountables"))
1414 {
1416 ConfigGetTextArray("mountables", m_Mountables);
1417 }
1418
1419 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1420 SetAllowDamage(true);
1421 }
1422
1423 override string GetInvulnerabilityTypeString()
1424 {
1425 return "disableBaseDamage";
1426 }
1427
1428 override bool CanObstruct()
1429 {
1430 return true;
1431 }
1432
1433 override int GetHideIconMask()
1434 {
1435 return EInventoryIconVisibility.HIDE_VICINITY;
1436 }
1437
1438 override void InitItemSounds()
1439 {
1440 super.InitItemSounds();
1441
1443 SoundParameters params = new SoundParameters();
1444 params.m_Loop = true;
1445
1446 if (GetFoldSoundset() != string.Empty)
1447 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1448 if (GetLoopFoldSoundset() != string.Empty)
1449 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1450 }
1451
1452 override string GetFoldSoundset()
1453 {
1454 return "putDown_FenceKit_SoundSet";
1455 }
1456
1457 override string GetLoopFoldSoundset()
1458 {
1459 return "Shelter_Site_Build_Loop_SoundSet";
1460 }
1461
1462 // --- SYNCHRONIZATION
1464 {
1465 if ( g_Game.IsServer() )
1466 {
1467 SetSynchDirty();
1468 }
1469 }
1470
1471 override void OnVariablesSynchronized()
1472 {
1473 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1474 super.OnVariablesSynchronized();
1475
1476 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1477 }
1478
1479 protected void OnSynchronizedClient()
1480 {
1481 //update parts
1483
1484 //update action on part
1486
1487 //update visuals (client)
1488 UpdateVisuals();
1489 }
1490
1491 //parts synchronization
1492 void RegisterPartForSync( int part_id )
1493 {
1494 //part_id must starts from index = 1
1495 int offset;
1496 int mask;
1497
1498 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1499 {
1500 offset = part_id - 1;
1501 mask = 1 << offset;
1502
1503 m_SyncParts01 = m_SyncParts01 | mask;
1504 }
1505 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1506 {
1507 offset = ( part_id % 32 );
1508 mask = 1 << offset;
1509
1510 m_SyncParts02 = m_SyncParts02 | mask;
1511 }
1512 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1513 {
1514 offset = ( part_id % 63 );
1515 mask = 1 << offset;
1516
1517 m_SyncParts03 = m_SyncParts03 | mask;
1518 }
1519 }
1520
1521 void UnregisterPartForSync( int part_id )
1522 {
1523 //part_id must starts from index = 1
1524 int offset;
1525 int mask;
1526
1527 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1528 {
1529 offset = part_id - 1;
1530 mask = 1 << offset;
1531
1532 m_SyncParts01 = m_SyncParts01 & ~mask;
1533 }
1534 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1535 {
1536 offset = ( part_id % 32 );
1537 mask = 1 << offset;
1538
1539 m_SyncParts02 = m_SyncParts02 & ~mask;
1540 }
1541 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1542 {
1543 offset = ( part_id % 63 );
1544 mask = 1 << offset;
1545
1546 m_SyncParts03 = m_SyncParts03 & ~mask;
1547 }
1548 }
1549
1550 bool IsPartBuildInSyncData( int part_id )
1551 {
1552 //part_id must starts from index = 1
1553 int offset;
1554 int mask;
1555
1556 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1557 {
1558 offset = part_id - 1;
1559 mask = 1 << offset;
1560
1561 if ( ( m_SyncParts01 & mask ) > 0 )
1562 {
1563 return true;
1564 }
1565 }
1566 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1567 {
1568 offset = ( part_id % 32 );
1569 mask = 1 << offset;
1570
1571 if ( ( m_SyncParts02 & mask ) > 0 )
1572 {
1573 return true;
1574 }
1575 }
1576 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1577 {
1578 offset = ( part_id % 63 );
1579 mask = 1 << offset;
1580
1581 if ( ( m_SyncParts03 & mask ) > 0 )
1582 {
1583 return true;
1584 }
1585 }
1586
1587 return false;
1588 }
1589
1590 protected void RegisterActionForSync( int part_id, int action_id )
1591 {
1592 m_InteractedPartId = part_id;
1593 m_PerformedActionId = action_id;
1594 }
1595
1596 protected void ResetActionSyncData()
1597 {
1598 //reset data
1599 m_InteractedPartId = -1;
1601 }
1602
1603 protected void SetActionFromSyncData()
1604 {
1605 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1606 {
1608 int build_action_id = m_PerformedActionId;
1609
1610 switch( build_action_id )
1611 {
1612 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1613 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1614 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1615 }
1616 }
1617 }
1618 //------
1619
1621 {
1622 string key = part.GetPartName();
1623 bool is_base = part.IsBase();
1624 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1625 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1626 if ( is_part_built_sync )
1627 {
1628 if ( !part.IsBuilt() )
1629 {
1630 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1631 GetConstruction().AddToConstructedParts( key );
1632 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1633
1634 if (is_base)
1635 {
1637 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1638 }
1639 }
1640 }
1641 else
1642 {
1643 if ( part.IsBuilt() )
1644 {
1645 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1646 GetConstruction().RemoveFromConstructedParts( key );
1647 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1648
1649 if (is_base)
1650 {
1652 AddProxyPhysics( ANIMATION_DEPLOYED );
1653 }
1654 }
1655 }
1656
1657 //check slot lock for material attachments
1658 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1659 }
1660
1661 //set construction parts based on synchronized data
1663 {
1664 Construction construction = GetConstruction();
1665 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1666
1667 for ( int i = 0; i < construction_parts.Count(); ++i )
1668 {
1669 string key = construction_parts.GetKey( i );
1670 ConstructionPart value = construction_parts.Get( key );
1671 SetPartFromSyncData(value);
1672 }
1673
1674 //regenerate navmesh
1675 UpdateNavmesh();
1676 }
1677
1678 protected ConstructionPart GetConstructionPartById( int id )
1679 {
1680 Construction construction = GetConstruction();
1681 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1682
1683 for ( int i = 0; i < construction_parts.Count(); ++i )
1684 {
1685 string key = construction_parts.GetKey( i );
1686 ConstructionPart value = construction_parts.Get( key );
1687
1688 if ( value.GetId() == id )
1689 {
1690 return value;
1691 }
1692 }
1693
1694 return NULL;
1695 }
1696 //
1697
1698 //Base
1699 bool HasBase()
1700 {
1701 return m_HasBase;
1702 }
1703
1704 void SetBaseState( bool has_base )
1705 {
1706 m_HasBase = has_base;
1707 }
1708
1709 override bool IsDeployable()
1710 {
1711 return true;
1712 }
1713
1714 bool IsOpened()
1715 {
1716 return false;
1717 }
1718
1719 //--- CONSTRUCTION KIT
1721 {
1722 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1723 if ( m_ConstructionKitHealth > 0 )
1724 {
1725 construction_kit.SetHealth( m_ConstructionKitHealth );
1726 }
1727
1728 return construction_kit;
1729 }
1730
1731 void CreateConstructionKitInHands(notnull PlayerBase player)
1732 {
1733 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1734 if ( m_ConstructionKitHealth > 0 )
1735 {
1736 construction_kit.SetHealth( m_ConstructionKitHealth );
1737 }
1738 }
1739
1740 protected vector GetKitSpawnPosition()
1741 {
1742 return GetPosition();
1743 }
1744
1745 protected string GetConstructionKitType()
1746 {
1747 return "";
1748 }
1749
1750 void DestroyConstructionKit( ItemBase construction_kit )
1751 {
1752 m_ConstructionKitHealth = construction_kit.GetHealth();
1753 g_Game.ObjectDelete( construction_kit );
1754 }
1755
1756 //--- CONSTRUCTION
1757 void DestroyConstruction()
1758 {
1759 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1760 g_Game.ObjectDelete( this );
1761 }
1762
1763 // --- EVENTS
1764 override void EEDelete(EntityAI parent)
1765 {
1766 super.EEDelete(parent);
1767
1768 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1769 {
1770 areaDamage.Destroy();
1771 }
1772
1773 }
1774
1775 override void OnStoreSave( ParamsWriteContext ctx )
1776 {
1777 super.OnStoreSave( ctx );
1778
1779 //sync parts 01
1780 ctx.Write( m_SyncParts01 );
1781 ctx.Write( m_SyncParts02 );
1782 ctx.Write( m_SyncParts03 );
1783
1784 ctx.Write( m_HasBase );
1785 }
1786
1787 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1788 {
1789 if ( !super.OnStoreLoad( ctx, version ) )
1790 return false;
1791
1792 //--- Base building data ---
1793 //Restore synced parts data
1794 if ( !ctx.Read( m_SyncParts01 ) )
1795 {
1796 m_SyncParts01 = 0; //set default
1797 return false;
1798 }
1799 if ( !ctx.Read( m_SyncParts02 ) )
1800 {
1801 m_SyncParts02 = 0; //set default
1802 return false;
1803 }
1804 if ( !ctx.Read( m_SyncParts03 ) )
1805 {
1806 m_SyncParts03 = 0; //set default
1807 return false;
1808 }
1809
1810 //has base
1811 if ( !ctx.Read( m_HasBase ) )
1812 {
1813 m_HasBase = false;
1814 return false;
1815 }
1816 //---
1817
1818 return true;
1819 }
1820
1821 override void AfterStoreLoad()
1822 {
1823 super.AfterStoreLoad();
1824
1826 {
1828 }
1829 }
1830
1832 {
1833 //update server data
1835
1836 //set base state
1837 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1838 SetBaseState( part.IsBuilt() ) ;
1839
1840 //synchronize after load
1842 }
1843
1844 override void OnCreatePhysics()
1845 {
1846 super.OnCreatePhysics();
1847
1848 ConstructionInit();
1850 }
1851
1852 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1853 {
1855 return;
1856
1857 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1858 }
1859
1860 override void EEOnAfterLoad()
1861 {
1863 {
1864 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1865 }
1866
1867 super.EEOnAfterLoad();
1868 }
1869
1870 override void EEItemAttached( EntityAI item, string slot_name )
1871 {
1872 super.EEItemAttached( item, slot_name );
1873
1874 CheckForHybridAttachments( item, slot_name );
1875 UpdateVisuals();
1876 UpdateAttachmentPhysics( slot_name, false );
1877 }
1878
1879 override void EEItemDetached( EntityAI item, string slot_name )
1880 {
1881 super.EEItemDetached( item, slot_name );
1882
1883 UpdateVisuals();
1884 UpdateAttachmentPhysics( slot_name, false );
1885 }
1886
1887 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1888 {
1889 string slot_name = InventorySlots.GetSlotName( slotId );
1890 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1891
1892 UpdateAttachmentVisuals( slot_name, locked );
1893 UpdateAttachmentPhysics( slot_name, locked );
1894 }
1895
1896 //ignore out of reach condition
1897 override bool IgnoreOutOfReachCondition()
1898 {
1899 return true;
1900 }
1901
1902 //CONSTRUCTION EVENTS
1903 //Build
1904 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1905 {
1906 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1907
1908 //check base state
1909 if (construtionPart.IsBase())
1910 {
1911 SetBaseState(true);
1912
1913 //spawn kit
1915 }
1916
1917 //register constructed parts for synchronization
1918 RegisterPartForSync(construtionPart.GetId());
1919
1920 //register action that was performed on part
1921 RegisterActionForSync(construtionPart.GetId(), action_id);
1922
1923 //synchronize
1925
1926 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1927
1928 UpdateNavmesh();
1929
1930 //update visuals
1931 UpdateVisuals();
1932
1933 //reset action sync data
1934 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1935 }
1936
1937 void OnPartBuiltClient(string part_name, int action_id)
1938 {
1939 //play sound
1940 SoundBuildStart( part_name );
1941 }
1942
1943 //Dismantle
1944 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1945 {
1946 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1947 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1948
1949 //register constructed parts for synchronization
1950 UnregisterPartForSync(construtionPart.GetId());
1951
1952 //register action that was performed on part
1953 RegisterActionForSync(construtionPart.GetId(), action_id);
1954
1955 //synchronize
1957
1958 // server part of sync, client will be synced from SetPartsFromSyncData
1959 SetPartFromSyncData(construtionPart);
1960
1961 UpdateNavmesh();
1962
1963 //update visuals
1964 UpdateVisuals();
1965
1966 //reset action sync data
1967 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1968
1969 //check base state
1970 if (construtionPart.IsBase())
1971 {
1972 //Destroy construction
1973 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
1974 }
1975 }
1976
1977 void OnPartDismantledClient( string part_name, int action_id )
1978 {
1979 //play sound
1980 SoundDismantleStart( part_name );
1981 }
1982
1983 //Destroy
1984 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
1985 {
1986 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
1987 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1988
1989 //register constructed parts for synchronization
1990 UnregisterPartForSync(construtionPart.GetId());
1991
1992 //register action that was performed on part
1993 RegisterActionForSync(construtionPart.GetId(), action_id);
1994
1995 //synchronize
1997
1998 // server part of sync, client will be synced from SetPartsFromSyncData
1999 SetPartFromSyncData(construtionPart);
2000
2001 UpdateNavmesh();
2002
2003 //update visuals
2004 UpdateVisuals();
2005
2006 //reset action sync data
2007 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2008
2009 //check base state
2010 if (construtionPart.IsBase())
2011 {
2012 //Destroy construction
2013 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2014 }
2015 }
2016
2017 void OnPartDestroyedClient( string part_name, int action_id )
2018 {
2019 //play sound
2020 SoundDestroyStart( part_name );
2021 }
2022
2023 // --- UPDATE
2024 void InitBaseState()
2025 {
2026 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2027
2028 InitVisuals();
2029 UpdateNavmesh(); //regenerate navmesh
2030 }
2031
2032 void InitVisuals()
2033 {
2034 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2035 //check base
2036 if ( !HasBase() )
2037 {
2038 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2039 }
2040 else
2041 {
2042 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2043 }
2044
2045 GetConstruction().InitVisuals();
2046 }
2047
2048 void UpdateVisuals()
2049 {
2050 array<string> attachmentSlots = new array<string>;
2051
2052 GetAttachmentSlots(this, attachmentSlots);
2053 foreach (string slotName : attachmentSlots)
2054 {
2056 }
2057
2058 //check base
2059 if (!HasBase())
2060 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2061 else
2062 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2063
2064 GetConstruction().UpdateVisuals();
2065 }
2066
2067 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2068 {
2069 string slotNameMounted = slot_name + "_Mounted";
2070 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2071
2072 if (attachment)
2073 {
2074 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2075 if (barbedWire && barbedWire.IsMounted())
2076 CreateAreaDamage(slotNameMounted);
2077 else
2078 DestroyAreaDamage(slotNameMounted);
2079
2080 if (is_locked)
2081 {
2082 SetAnimationPhase(slotNameMounted, 0);
2083 SetAnimationPhase(slot_name, 1);
2084 }
2085 else
2086 {
2087 SetAnimationPhase(slotNameMounted, 1);
2088 SetAnimationPhase(slot_name, 0);
2089 }
2090 }
2091 else
2092 {
2093 SetAnimationPhase(slotNameMounted, 1);
2094 SetAnimationPhase(slot_name, 1);
2095
2096 DestroyAreaDamage(slotNameMounted);
2097 }
2098 }
2099
2100 // avoid calling this function on frequent occasions, it's a massive performance hit
2101 void UpdatePhysics()
2102 {
2104 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2105
2106 array<string> attachmentSlots = new array<string>;
2107 GetAttachmentSlots(this, attachmentSlots);
2108
2110 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2111
2112 foreach (string slotName : attachmentSlots)
2113 {
2115 }
2116
2117 //check base
2118 if (!HasBase())
2119 {
2121 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2122
2123 AddProxyPhysics(ANIMATION_DEPLOYED);
2124 }
2125 else
2126 {
2128 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2129
2130 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2131 }
2132
2133 GetConstruction().UpdatePhysics();
2134 UpdateNavmesh();
2135 }
2136
2137 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2138 {
2139 //checks for invalid appends; hotfix
2140 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2141 return;
2142 //----------------------------------
2143 string slot_name_mounted = slot_name + "_Mounted";
2144 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2145
2146 //remove proxy physics
2147 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2148 RemoveProxyPhysics( slot_name_mounted );
2149 RemoveProxyPhysics( slot_name );
2150
2151 if ( attachment )
2152 {
2153 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2154 if ( is_locked )
2155 {
2156 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2157 AddProxyPhysics( slot_name_mounted );
2158 }
2159 else
2160 {
2161 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2162 AddProxyPhysics( slot_name );
2163 }
2164 }
2165 }
2166
2167 protected void UpdateNavmesh()
2168 {
2169 SetAffectPathgraph( true, false );
2170 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2171 }
2172
2173 override bool CanUseConstruction()
2174 {
2175 return true;
2176 }
2177
2178 override bool CanUseConstructionBuild()
2179 {
2180 return true;
2181 }
2182
2183 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2184 {
2185 if ( attachment )
2186 {
2187 InventoryLocation inventory_location = new InventoryLocation;
2188 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2189
2190 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2191 }
2192
2193 return false;
2194 }
2195
2196 protected bool IsAttachmentSlotLocked( string slot_name )
2197 {
2198 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2199 }
2200
2201 //--- ATTACHMENT SLOTS
2202 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2203 {
2204 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2205 if ( g_Game.ConfigIsExisting( config_path ) )
2206 {
2207 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2208 }
2209 }
2210
2211 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2212 {
2213 return true;
2214 }
2215
2216 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2217 {
2218 return true;
2219 }
2220
2221 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2222 {
2223 return true;
2224 }
2225
2226 // --- INIT
2228 {
2229 m_Construction = new Construction(this);
2230 return m_Construction;
2231 }
2232
2234 {
2235 return m_Construction;
2236 }
2237
2239 {
2240 return Construction.Cast(m_Construction);
2241 }
2242
2244 {
2245 int attachment_count = GetInventory().AttachmentCount();
2246 if ( attachment_count > 0 )
2247 {
2248 if ( HasBase() && attachment_count == 1 )
2249 {
2250 return false;
2251 }
2252
2253 return true;
2254 }
2255
2256 return false;
2257 }
2258
2259 override bool ShowZonesHealth()
2260 {
2261 return true;
2262 }
2263
2264 override bool IsTakeable()
2265 {
2266 return false;
2267 }
2268
2269 //this into/outo parent.Cargo
2270 override bool CanPutInCargo( EntityAI parent )
2271 {
2272 return false;
2273 }
2274
2275 override bool CanRemoveFromCargo( EntityAI parent )
2276 {
2277 return false;
2278 }
2279
2280 //hands
2281 override bool CanPutIntoHands( EntityAI parent )
2282 {
2283 return false;
2284 }
2285
2286 //--- ACTION CONDITIONS
2287 //direction
2288 override bool IsFacingPlayer( PlayerBase player, string selection )
2289 {
2290 return true;
2291 }
2292
2293 override bool IsPlayerInside( PlayerBase player, string selection )
2294 {
2295 return true;
2296 }
2297
2300 {
2301 return false;
2302 }
2303
2304 //roof check
2305 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2306 {
2307 return false;
2308 }
2309
2310 //selection->player distance check
2311 bool HasProperDistance( string selection, PlayerBase player )
2312 {
2313 return true;
2314 }
2315
2316 //folding
2318 {
2319 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2320 {
2321 return false;
2322 }
2323
2324 return true;
2325 }
2326
2328 {
2331
2332 return item;
2333 }
2334
2335 //Damage triggers (barbed wire)
2336 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2337 {
2338 if ( g_Game && g_Game.IsServer() )
2339 {
2340 //destroy area damage if some already exists
2341 DestroyAreaDamage( slot_name );
2342
2343 //create new area damage
2345 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2346
2347 vector min_max[2];
2348 if ( MemoryPointExists( slot_name + "_min" ) )
2349 {
2350 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2351 }
2352 if ( MemoryPointExists( slot_name + "_max" ) )
2353 {
2354 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2355 }
2356
2357 //get proper trigger extents (min<max)
2358 vector extents[2];
2359 GetConstruction().GetTriggerExtents( min_max, extents );
2360
2361 //get box center
2362 vector center;
2363 center = GetConstruction().GetBoxCenter( min_max );
2364 center = ModelToWorld( center );
2365
2366 //rotate center if needed
2368 CalcDamageAreaRotation( rotation_angle, center, orientation );
2369
2370 areaDamage.SetExtents( extents[0], extents[1] );
2371 areaDamage.SetAreaPosition( center );
2372 areaDamage.SetAreaOrientation( orientation );
2373 areaDamage.SetLoopInterval( 1.0 );
2374 areaDamage.SetDeferDuration( 0.2 );
2375 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2376 areaDamage.SetAmmoName( "BarbedWireHit" );
2377 areaDamage.Spawn();
2378
2379 m_DamageTriggers.Insert( slot_name, areaDamage );
2380 }
2381 }
2382
2383 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2384 {
2385 if ( angle_deg != 0 )
2386 {
2387 //orientation
2388 orientation[0] = orientation[0] - angle_deg;
2389
2390 //center
2391 vector rotate_axis;
2392 if ( MemoryPointExists( "rotate_axis" ) )
2393 {
2394 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2395 }
2396 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];
2397 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];
2398 center[0] = r_center_x;
2399 center[2] = r_center_z;
2400 }
2401 }
2402
2403 void DestroyAreaDamage( string slot_name )
2404 {
2405 if (g_Game && g_Game.IsServer())
2406 {
2408 if (m_DamageTriggers.Find(slot_name, areaDamage))
2409 {
2410 if (areaDamage)
2411 {
2412 areaDamage.Destroy();
2413 }
2414
2415 m_DamageTriggers.Remove( slot_name );
2416 }
2417 }
2418 }
2419
2420 override bool IsIgnoredByConstruction()
2421 {
2422 return true;
2423 }
2424
2425 //================================================================
2426 // SOUNDS
2427 //================================================================
2428 protected void SoundBuildStart( string part_name )
2429 {
2430 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2431 }
2432
2433 protected void SoundDismantleStart( string part_name )
2434 {
2435 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2436 }
2437
2438 protected void SoundDestroyStart( string part_name )
2439 {
2440 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2441 }
2442
2443 protected string GetBuildSoundByMaterial( string part_name )
2444 {
2445 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2446
2447 switch ( material_type )
2448 {
2449 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2450 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2451 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2452 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2453 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2454 }
2455
2456 return "";
2457 }
2458
2459 protected string GetDismantleSoundByMaterial( string part_name )
2460 {
2461 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2462
2463 switch ( material_type )
2464 {
2465 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2466 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2467 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2468 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2469 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2470 }
2471
2472 return "";
2473 }
2474
2475 //misc
2476 void CheckForHybridAttachments( EntityAI item, string slot_name )
2477 {
2478 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2479 {
2480 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2481 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2482 {
2483 SetHealth(slot_name,"Health",item.GetHealth());
2484 }
2485 }
2486 }
2487
2488 override int GetDamageSystemVersionChange()
2489 {
2490 return 111;
2491 }
2492
2493 override void SetActions()
2494 {
2495 super.SetActions();
2496
2500 }
2501
2502 protected void DestroyConstructedParts()
2503 {
2504 Construction construction = GetConstruction();
2505 if (!construction)
2506 return;
2507
2508 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2509 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2510 {
2511 ConstructionPart part = constructionParts.GetElement(i);
2512 if (part && part.IsBuilt() && !part.IsUtilityPart())
2513 {
2514 construction.DestroyPartServer(null, part.GetPartName(), -1);
2515 }
2516 }
2517 }
2518
2519 protected void HandleFallingForConstructedParts()
2520 {
2521 Construction construction = GetConstruction();
2522 if (!construction)
2523 return;
2524
2525 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2526 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2527 {
2528 ConstructionPart part = constructionParts.GetElement(i);
2529 if (part && part.IsBuilt() && !part.IsUtilityPart())
2530 {
2531 construction.HandleEntityFalling(part.GetPartName());
2532 }
2533 }
2534 }
2535
2537 override void OnItemFallRebuilding()
2538 {
2539 if (!g_Game.IsServer())
2540 return;
2541
2544
2545 if (DestroyOnFall())
2546 {
2548 {
2550 }
2551 else
2552 {
2554 {
2556 }
2557 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2558 }
2559 }
2560 }
2561
2563 {
2564 if (HasAnyAttachmentsOrCargo())
2565 {
2567 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2568 }
2569 }
2570
2571 //================================================================
2572 // DEBUG
2573 //================================================================
2574
2577 {
2578 return null;
2579 }
2580
2581 override void OnDebugSpawn()
2582 {
2583 FullyBuild();
2584 }
2585
2586 void FullyBuild()
2587 {
2589 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2590
2591 Man p;
2592
2593 #ifdef SERVER
2594 array<Man> players = new array<Man>;
2595 g_Game.GetWorld().GetPlayerList(players);
2596 if (players.Count())
2597 p = players[0];
2598 #else
2599 p = g_Game.GetPlayer();
2600 #endif
2601
2602 foreach (ConstructionPart part : parts)
2603 {
2604 bool excluded = false;
2605 string partName = part.GetPartName();
2606 if (excludes)
2607 {
2608 foreach (string exclude : excludes)
2609 {
2610 if (partName.Contains(exclude))
2611 {
2612 excluded = true;
2613 break;
2614 }
2615 }
2616 }
2617
2618 if (!excluded)
2619 {
2620 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2621 }
2622 }
2623
2624 GetConstruction().UpdateVisuals();
2625 }
2626
2628 //Deprecated code playpen//
2630 [Obsolete("handled in the Construction component directly")]
2631 protected void HandleItemFalling(ConstructionPart part)
2632 {
2633 }
2634
2635 [Obsolete("handled in the Construction component directly")]
2636 protected void ItemFall(vector min, vector max)
2637 {
2638 }
2639
2640 [Obsolete("obsolete debug method")]
2641 protected void DebugCustomState()
2642 {
2643 }
2644}
2645
2646void bsbDebugPrint (string s)
2647{
2648#ifdef BSB_DEBUG
2649 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2650#else
2651 //Print("" + s); // comment/uncomment to hide/see debug logs
2652#endif
2653}
2654void bsbDebugSpam (string s)
2655{
2656#ifdef BSB_DEBUG_SPAM
2657 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2658#else
2659 //Print("" + s); // comment/uncomment to hide/see debug logs
2660#endif
2661}
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 FireplaceBase::BarrelHoles_ColorBase(), ItemBase::BaseBuildingBase(), DeployableContainer_Base() и ItemBase::TentBase().