DayZ 1.30
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◆ OnPartDismantledServer()

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

См. определение в файле BaseBuildingBase.c строка 1877

1879{
1880 const string ANIMATION_DEPLOYED = "Deployed";
1881
1882 float m_ConstructionKitHealth; //stored health value for used construction kit
1883
1884 bool m_HasBase;
1885 //variables for synchronization of base building parts (2x31 is the current limit)
1886 int m_SyncParts01; //synchronization for already built parts (31 parts)
1887 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1888 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1889 int m_InteractedPartId; //construction part id that an action was performed on
1890 int m_PerformedActionId; //action id that was performed on a construction part
1891 protected ref ConstructionBasic m_Construction;
1892
1893 //Sounds
1894 //build
1895 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1896 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1897 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1898 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1899 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1900 //dismantle
1901 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1902 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1903 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1904 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1905 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1906
1907 protected EffectSound m_Sound;
1908
1912
1913 // Constructor
1914 void BaseBuildingBase()
1915 {
1917
1918 //synchronized variables
1919 RegisterNetSyncVariableInt( "m_SyncParts01" );
1920 RegisterNetSyncVariableInt( "m_SyncParts02" );
1921 RegisterNetSyncVariableInt( "m_SyncParts03" );
1922 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1923 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1924 RegisterNetSyncVariableBool( "m_HasBase" );
1925
1926 //Construction init
1927 ConstructionInit();
1928
1929 if (ConfigIsExisting("hybridAttachments"))
1930 {
1932 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1933 }
1934 if (ConfigIsExisting("mountables"))
1935 {
1937 ConfigGetTextArray("mountables", m_Mountables);
1938 }
1939
1940 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1941 SetAllowDamage(true);
1942 }
1943
1944 override string GetInvulnerabilityTypeString()
1945 {
1946 return "disableBaseDamage";
1947 }
1948
1949 override bool CanObstruct()
1950 {
1951 return true;
1952 }
1953
1954 override int GetHideIconMask()
1955 {
1956 return EInventoryIconVisibility.HIDE_VICINITY;
1957 }
1958
1959 override void InitItemSounds()
1960 {
1961 super.InitItemSounds();
1962
1964 SoundParameters params = new SoundParameters();
1965 params.m_Loop = true;
1966
1967 if (GetFoldSoundset() != string.Empty)
1968 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1969 if (GetLoopFoldSoundset() != string.Empty)
1970 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1971 }
1972
1973 override string GetFoldSoundset()
1974 {
1975 return "putDown_FenceKit_SoundSet";
1976 }
1977
1978 override string GetLoopFoldSoundset()
1979 {
1980 return "Shelter_Site_Build_Loop_SoundSet";
1981 }
1982
1983 // --- SYNCHRONIZATION
1985 {
1986 if ( g_Game.IsServer() )
1987 {
1988 SetSynchDirty();
1989 }
1990 }
1991
1992 override void OnVariablesSynchronized()
1993 {
1994 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1995 super.OnVariablesSynchronized();
1996
1997 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1998 }
1999
2000 protected void OnSynchronizedClient()
2001 {
2002 //update parts
2004
2005 //update action on part
2007
2008 //update visuals (client)
2009 UpdateVisuals();
2010 }
2011
2012 //parts synchronization
2013 void RegisterPartForSync( int part_id )
2014 {
2015 //part_id must starts from index = 1
2016 int offset;
2017 int mask;
2018
2019 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2020 {
2021 offset = part_id - 1;
2022 mask = 1 << offset;
2023
2024 m_SyncParts01 = m_SyncParts01 | mask;
2025 }
2026 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2027 {
2028 offset = ( part_id % 32 );
2029 mask = 1 << offset;
2030
2031 m_SyncParts02 = m_SyncParts02 | mask;
2032 }
2033 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2034 {
2035 offset = ( part_id % 63 );
2036 mask = 1 << offset;
2037
2038 m_SyncParts03 = m_SyncParts03 | mask;
2039 }
2040 }
2041
2042 void UnregisterPartForSync( int part_id )
2043 {
2044 //part_id must starts from index = 1
2045 int offset;
2046 int mask;
2047
2048 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2049 {
2050 offset = part_id - 1;
2051 mask = 1 << offset;
2052
2053 m_SyncParts01 = m_SyncParts01 & ~mask;
2054 }
2055 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2056 {
2057 offset = ( part_id % 32 );
2058 mask = 1 << offset;
2059
2060 m_SyncParts02 = m_SyncParts02 & ~mask;
2061 }
2062 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2063 {
2064 offset = ( part_id % 63 );
2065 mask = 1 << offset;
2066
2067 m_SyncParts03 = m_SyncParts03 & ~mask;
2068 }
2069 }
2070
2071 bool IsPartBuildInSyncData( int part_id )
2072 {
2073 //part_id must starts from index = 1
2074 int offset;
2075 int mask;
2076
2077 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2078 {
2079 offset = part_id - 1;
2080 mask = 1 << offset;
2081
2082 if ( ( m_SyncParts01 & mask ) > 0 )
2083 {
2084 return true;
2085 }
2086 }
2087 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2088 {
2089 offset = ( part_id % 32 );
2090 mask = 1 << offset;
2091
2092 if ( ( m_SyncParts02 & mask ) > 0 )
2093 {
2094 return true;
2095 }
2096 }
2097 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2098 {
2099 offset = ( part_id % 63 );
2100 mask = 1 << offset;
2101
2102 if ( ( m_SyncParts03 & mask ) > 0 )
2103 {
2104 return true;
2105 }
2106 }
2107
2108 return false;
2109 }
2110
2111 protected void RegisterActionForSync( int part_id, int action_id )
2112 {
2113 m_InteractedPartId = part_id;
2114 m_PerformedActionId = action_id;
2115 }
2116
2117 protected void ResetActionSyncData()
2118 {
2119 //reset data
2120 m_InteractedPartId = -1;
2122 }
2123
2124 protected void SetActionFromSyncData()
2125 {
2126 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2127 {
2129 int build_action_id = m_PerformedActionId;
2130
2131 switch( build_action_id )
2132 {
2133 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2134 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2135 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2136 }
2137 }
2138 }
2139 //------
2140
2142 {
2143 string key = part.GetPartName();
2144 bool is_base = part.IsBase();
2145 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2146 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2147 if ( is_part_built_sync )
2148 {
2149 if ( !part.IsBuilt() )
2150 {
2151 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2152 GetConstruction().AddToConstructedParts( key );
2153 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2154
2155 if (is_base)
2156 {
2158 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2159 }
2160 }
2161 }
2162 else
2163 {
2164 if ( part.IsBuilt() )
2165 {
2166 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2167 GetConstruction().RemoveFromConstructedParts( key );
2168 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2169
2170 if (is_base)
2171 {
2173 AddProxyPhysics( ANIMATION_DEPLOYED );
2174 }
2175 }
2176 }
2177
2178 //check slot lock for material attachments
2179 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2180 }
2181
2182 //set construction parts based on synchronized data
2184 {
2185 Construction construction = GetConstruction();
2186 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2187
2188 for ( int i = 0; i < construction_parts.Count(); ++i )
2189 {
2190 string key = construction_parts.GetKey( i );
2191 ConstructionPart value = construction_parts.Get( key );
2192 SetPartFromSyncData(value);
2193 }
2194
2195 //regenerate navmesh
2196 UpdateNavmesh();
2197 }
2198
2199 protected ConstructionPart GetConstructionPartById( int id )
2200 {
2201 Construction construction = GetConstruction();
2202 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2203
2204 for ( int i = 0; i < construction_parts.Count(); ++i )
2205 {
2206 string key = construction_parts.GetKey( i );
2207 ConstructionPart value = construction_parts.Get( key );
2208
2209 if ( value.GetId() == id )
2210 {
2211 return value;
2212 }
2213 }
2214
2215 return NULL;
2216 }
2217 //
2218
2219 //Base
2220 bool HasBase()
2221 {
2222 return m_HasBase;
2223 }
2224
2225 void SetBaseState( bool has_base )
2226 {
2227 m_HasBase = has_base;
2228 }
2229
2230 override bool IsDeployable()
2231 {
2232 return true;
2233 }
2234
2235 bool IsOpened()
2236 {
2237 return false;
2238 }
2239
2240 //--- CONSTRUCTION KIT
2242 {
2243 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2244 if ( m_ConstructionKitHealth > 0 )
2245 {
2246 construction_kit.SetHealth( m_ConstructionKitHealth );
2247 }
2248
2249 return construction_kit;
2250 }
2251
2252 void CreateConstructionKitInHands(notnull PlayerBase player)
2253 {
2254 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2255 if ( m_ConstructionKitHealth > 0 )
2256 {
2257 construction_kit.SetHealth( m_ConstructionKitHealth );
2258 }
2259 }
2260
2261 protected vector GetKitSpawnPosition()
2262 {
2263 return GetPosition();
2264 }
2265
2266 protected string GetConstructionKitType()
2267 {
2268 return "";
2269 }
2270
2271 void DestroyConstructionKit( ItemBase construction_kit )
2272 {
2273 m_ConstructionKitHealth = construction_kit.GetHealth();
2274 g_Game.ObjectDelete( construction_kit );
2275 }
2276
2277 //--- CONSTRUCTION
2278 void DestroyConstruction()
2279 {
2280 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2281 g_Game.ObjectDelete( this );
2282 }
2283
2284 // --- EVENTS
2285 override void EEDelete(EntityAI parent)
2286 {
2287 super.EEDelete(parent);
2288
2289 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2290 {
2291 areaDamage.Destroy();
2292 }
2293
2294 }
2295
2296 override void OnStoreSave( ParamsWriteContext ctx )
2297 {
2298 super.OnStoreSave( ctx );
2299
2300 //sync parts 01
2301 ctx.Write( m_SyncParts01 );
2302 ctx.Write( m_SyncParts02 );
2303 ctx.Write( m_SyncParts03 );
2304
2305 ctx.Write( m_HasBase );
2306 }
2307
2308 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2309 {
2310 if ( !super.OnStoreLoad( ctx, version ) )
2311 return false;
2312
2313 //--- Base building data ---
2314 //Restore synced parts data
2315 if ( !ctx.Read( m_SyncParts01 ) )
2316 {
2317 m_SyncParts01 = 0; //set default
2318 return false;
2319 }
2320 if ( !ctx.Read( m_SyncParts02 ) )
2321 {
2322 m_SyncParts02 = 0; //set default
2323 return false;
2324 }
2325 if ( !ctx.Read( m_SyncParts03 ) )
2326 {
2327 m_SyncParts03 = 0; //set default
2328 return false;
2329 }
2330
2331 //has base
2332 if ( !ctx.Read( m_HasBase ) )
2333 {
2334 m_HasBase = false;
2335 return false;
2336 }
2337 //---
2338
2339 return true;
2340 }
2341
2342 override void AfterStoreLoad()
2343 {
2344 super.AfterStoreLoad();
2345
2347 {
2349 }
2350 }
2351
2353 {
2354 //update server data
2356
2357 //set base state
2358 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2359 SetBaseState( part.IsBuilt() ) ;
2360
2361 //synchronize after load
2363 }
2364
2365 override void OnCreatePhysics()
2366 {
2367 super.OnCreatePhysics();
2368
2369 ConstructionInit();
2371 }
2372
2373 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2374 {
2376 return;
2377
2378 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2379 }
2380
2381 override void EEOnAfterLoad()
2382 {
2384 {
2385 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2386 }
2387
2388 super.EEOnAfterLoad();
2389 }
2390
2391 override void EEItemAttached( EntityAI item, string slot_name )
2392 {
2393 super.EEItemAttached( item, slot_name );
2394
2395 CheckForHybridAttachments( item, slot_name );
2396 UpdateVisuals();
2397 UpdateAttachmentPhysics( slot_name, false );
2398 }
2399
2400 override void EEItemDetached( EntityAI item, string slot_name )
2401 {
2402 super.EEItemDetached( item, slot_name );
2403
2404 UpdateVisuals();
2405 UpdateAttachmentPhysics( slot_name, false );
2406 }
2407
2408 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2409 {
2410 string slot_name = InventorySlots.GetSlotName( slotId );
2411 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2412
2413 UpdateAttachmentVisuals( slot_name, locked );
2414 UpdateAttachmentPhysics( slot_name, locked );
2415 }
2416
2417 //ignore out of reach condition
2418 override bool IgnoreOutOfReachCondition()
2419 {
2420 return true;
2421 }
2422
2423 //CONSTRUCTION EVENTS
2424 //Build
2425 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2426 {
2427 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2428
2429 //check base state
2430 if (construtionPart.IsBase())
2431 {
2432 SetBaseState(true);
2433
2434 //spawn kit
2436 }
2437
2438 //register constructed parts for synchronization
2439 RegisterPartForSync(construtionPart.GetId());
2440
2441 //register action that was performed on part
2442 RegisterActionForSync(construtionPart.GetId(), action_id);
2443
2444 //synchronize
2446
2447 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2448
2449 UpdateNavmesh();
2450
2451 //update visuals
2452 UpdateVisuals();
2453
2454 //reset action sync data
2455 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2456 }
2457
2458 void OnPartBuiltClient(string part_name, int action_id)
2459 {
2460 //play sound
2461 SoundBuildStart( part_name );
2462 }
2463
2464 //Dismantle
2465 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2466 {
2467 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2468 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2469
2470 //register constructed parts for synchronization
2471 UnregisterPartForSync(construtionPart.GetId());
2472
2473 //register action that was performed on part
2474 RegisterActionForSync(construtionPart.GetId(), action_id);
2475
2476 //synchronize
2478
2479 // server part of sync, client will be synced from SetPartsFromSyncData
2480 SetPartFromSyncData(construtionPart);
2481
2482 UpdateNavmesh();
2483
2484 //update visuals
2485 UpdateVisuals();
2486
2487 //reset action sync data
2488 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2489
2490 //check base state
2491 if (construtionPart.IsBase())
2492 {
2493 //Destroy construction
2494 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2495 }
2496 }
2497
2498 void OnPartDismantledClient( string part_name, int action_id )
2499 {
2500 //play sound
2501 SoundDismantleStart( part_name );
2502 }
2503
2504 //Destroy
2505 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2506 {
2507 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2508 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2509
2510 //register constructed parts for synchronization
2511 UnregisterPartForSync(construtionPart.GetId());
2512
2513 //register action that was performed on part
2514 RegisterActionForSync(construtionPart.GetId(), action_id);
2515
2516 //synchronize
2518
2519 // server part of sync, client will be synced from SetPartsFromSyncData
2520 SetPartFromSyncData(construtionPart);
2521
2522 UpdateNavmesh();
2523
2524 //update visuals
2525 UpdateVisuals();
2526
2527 //reset action sync data
2528 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2529
2530 //check base state
2531 if (construtionPart.IsBase())
2532 {
2533 //Destroy construction
2534 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2535 }
2536 }
2537
2538 void OnPartDestroyedClient( string part_name, int action_id )
2539 {
2540 //play sound
2541 SoundDestroyStart( part_name );
2542 }
2543
2544 // --- UPDATE
2545 void InitBaseState()
2546 {
2547 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2548
2549 InitVisuals();
2550 UpdateNavmesh(); //regenerate navmesh
2551 }
2552
2553 void InitVisuals()
2554 {
2555 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2556 //check base
2557 if ( !HasBase() )
2558 {
2559 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2560 }
2561 else
2562 {
2563 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2564 }
2565
2566 GetConstruction().InitVisuals();
2567 }
2568
2569 void UpdateVisuals()
2570 {
2571 array<string> attachmentSlots = new array<string>;
2572
2573 GetAttachmentSlots(this, attachmentSlots);
2574 foreach (string slotName : attachmentSlots)
2575 {
2577 }
2578
2579 //check base
2580 if (!HasBase())
2581 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2582 else
2583 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2584
2585 GetConstruction().UpdateVisuals();
2586 }
2587
2588 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2589 {
2590 string slotNameMounted = slot_name + "_Mounted";
2591 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2592
2593 if (attachment)
2594 {
2595 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2596 if (barbedWire && barbedWire.IsMounted())
2597 CreateAreaDamage(slotNameMounted);
2598 else
2599 DestroyAreaDamage(slotNameMounted);
2600
2601 if (is_locked)
2602 {
2603 SetAnimationPhase(slotNameMounted, 0);
2604 SetAnimationPhase(slot_name, 1);
2605 }
2606 else
2607 {
2608 SetAnimationPhase(slotNameMounted, 1);
2609 SetAnimationPhase(slot_name, 0);
2610 }
2611 }
2612 else
2613 {
2614 SetAnimationPhase(slotNameMounted, 1);
2615 SetAnimationPhase(slot_name, 1);
2616
2617 DestroyAreaDamage(slotNameMounted);
2618 }
2619 }
2620
2621 // avoid calling this function on frequent occasions, it's a massive performance hit
2622 void UpdatePhysics()
2623 {
2625 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2626
2627 array<string> attachmentSlots = new array<string>;
2628 GetAttachmentSlots(this, attachmentSlots);
2629
2631 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2632
2633 foreach (string slotName : attachmentSlots)
2634 {
2636 }
2637
2638 //check base
2639 if (!HasBase())
2640 {
2642 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2643
2644 AddProxyPhysics(ANIMATION_DEPLOYED);
2645 }
2646 else
2647 {
2649 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2650
2651 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2652 }
2653
2654 GetConstruction().UpdatePhysics();
2655 UpdateNavmesh();
2656 }
2657
2658 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2659 {
2660 //checks for invalid appends; hotfix
2661 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2662 return;
2663 //----------------------------------
2664 string slot_name_mounted = slot_name + "_Mounted";
2665 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2666
2667 //remove proxy physics
2668 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2669 RemoveProxyPhysics( slot_name_mounted );
2670 RemoveProxyPhysics( slot_name );
2671
2672 if ( attachment )
2673 {
2674 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2675 if ( is_locked )
2676 {
2677 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2678 AddProxyPhysics( slot_name_mounted );
2679 }
2680 else
2681 {
2682 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2683 AddProxyPhysics( slot_name );
2684 }
2685 }
2686 }
2687
2688 protected void UpdateNavmesh()
2689 {
2690 SetAffectPathgraph( true, false );
2691 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2692 }
2693
2694 override bool CanUseConstruction()
2695 {
2696 return true;
2697 }
2698
2699 override bool CanUseConstructionBuild()
2700 {
2701 return true;
2702 }
2703
2704 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2705 {
2706 if ( attachment )
2707 {
2708 InventoryLocation inventory_location = new InventoryLocation;
2709 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2710
2711 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2712 }
2713
2714 return false;
2715 }
2716
2717 protected bool IsAttachmentSlotLocked( string slot_name )
2718 {
2719 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2720 }
2721
2722 //--- ATTACHMENT SLOTS
2723 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2724 {
2725 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2726 if ( g_Game.ConfigIsExisting( config_path ) )
2727 {
2728 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2729 }
2730 }
2731
2732 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2733 {
2734 return true;
2735 }
2736
2737 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2738 {
2739 return true;
2740 }
2741
2742 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2743 {
2744 return true;
2745 }
2746
2747 // --- INIT
2749 {
2750 m_Construction = new Construction(this);
2751 return m_Construction;
2752 }
2753
2755 {
2756 return m_Construction;
2757 }
2758
2760 {
2761 return Construction.Cast(m_Construction);
2762 }
2763
2765 {
2766 int attachment_count = GetInventory().AttachmentCount();
2767 if ( attachment_count > 0 )
2768 {
2769 if ( HasBase() && attachment_count == 1 )
2770 {
2771 return false;
2772 }
2773
2774 return true;
2775 }
2776
2777 return false;
2778 }
2779
2780 override bool ShowZonesHealth()
2781 {
2782 return true;
2783 }
2784
2785 override bool IsTakeable()
2786 {
2787 return false;
2788 }
2789
2790 //this into/outo parent.Cargo
2791 override bool CanPutInCargo( EntityAI parent )
2792 {
2793 return false;
2794 }
2795
2796 override bool CanRemoveFromCargo( EntityAI parent )
2797 {
2798 return false;
2799 }
2800
2801 //hands
2802 override bool CanPutIntoHands( EntityAI parent )
2803 {
2804 return false;
2805 }
2806
2807 //--- ACTION CONDITIONS
2808 //direction
2809 override bool IsFacingPlayer( PlayerBase player, string selection )
2810 {
2811 return true;
2812 }
2813
2814 override bool IsPlayerInside( PlayerBase player, string selection )
2815 {
2816 return true;
2817 }
2818
2821 {
2822 return false;
2823 }
2824
2825 //roof check
2826 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2827 {
2828 return false;
2829 }
2830
2831 //selection->player distance check
2832 bool HasProperDistance( string selection, PlayerBase player )
2833 {
2834 return true;
2835 }
2836
2837 //folding
2839 {
2840 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2841 {
2842 return false;
2843 }
2844
2845 return true;
2846 }
2847
2849 {
2852
2853 return item;
2854 }
2855
2856 //Damage triggers (barbed wire)
2857 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2858 {
2859 if ( g_Game && g_Game.IsServer() )
2860 {
2861 //destroy area damage if some already exists
2862 DestroyAreaDamage( slot_name );
2863
2864 //create new area damage
2866 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2867
2868 vector min_max[2];
2869 if ( MemoryPointExists( slot_name + "_min" ) )
2870 {
2871 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2872 }
2873 if ( MemoryPointExists( slot_name + "_max" ) )
2874 {
2875 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2876 }
2877
2878 //get proper trigger extents (min<max)
2879 vector extents[2];
2880 GetConstruction().GetTriggerExtents( min_max, extents );
2881
2882 //get box center
2883 vector center;
2884 center = GetConstruction().GetBoxCenter( min_max );
2885 center = ModelToWorld( center );
2886
2887 //rotate center if needed
2889 CalcDamageAreaRotation( rotation_angle, center, orientation );
2890
2891 areaDamage.SetExtents( extents[0], extents[1] );
2892 areaDamage.SetAreaPosition( center );
2893 areaDamage.SetAreaOrientation( orientation );
2894 areaDamage.SetLoopInterval( 1.0 );
2895 areaDamage.SetDeferDuration( 0.2 );
2896 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2897 areaDamage.SetAmmoName( "BarbedWireHit" );
2898 areaDamage.Spawn();
2899
2900 m_DamageTriggers.Insert( slot_name, areaDamage );
2901 }
2902 }
2903
2904 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2905 {
2906 if ( angle_deg != 0 )
2907 {
2908 //orientation
2909 orientation[0] = orientation[0] - angle_deg;
2910
2911 //center
2912 vector rotate_axis;
2913 if ( MemoryPointExists( "rotate_axis" ) )
2914 {
2915 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2916 }
2917 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];
2918 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];
2919 center[0] = r_center_x;
2920 center[2] = r_center_z;
2921 }
2922 }
2923
2924 void DestroyAreaDamage( string slot_name )
2925 {
2926 if (g_Game && g_Game.IsServer())
2927 {
2929 if (m_DamageTriggers.Find(slot_name, areaDamage))
2930 {
2931 if (areaDamage)
2932 {
2933 areaDamage.Destroy();
2934 }
2935
2936 m_DamageTriggers.Remove( slot_name );
2937 }
2938 }
2939 }
2940
2941 override bool IsIgnoredByConstruction()
2942 {
2943 return true;
2944 }
2945
2946 //================================================================
2947 // SOUNDS
2948 //================================================================
2949 protected void SoundBuildStart( string part_name )
2950 {
2951 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2952 }
2953
2954 protected void SoundDismantleStart( string part_name )
2955 {
2956 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2957 }
2958
2959 protected void SoundDestroyStart( string part_name )
2960 {
2961 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2962 }
2963
2964 protected string GetBuildSoundByMaterial( string part_name )
2965 {
2966 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2967
2968 switch ( material_type )
2969 {
2970 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2971 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2972 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2973 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2974 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2975 }
2976
2977 return "";
2978 }
2979
2980 protected string GetDismantleSoundByMaterial( string part_name )
2981 {
2982 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2983
2984 switch ( material_type )
2985 {
2986 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2987 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2988 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2989 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2990 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2991 }
2992
2993 return "";
2994 }
2995
2996 //misc
2997 void CheckForHybridAttachments( EntityAI item, string slot_name )
2998 {
2999 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3000 {
3001 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3002 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3003 {
3004 SetHealth(slot_name,"Health",item.GetHealth());
3005 }
3006 }
3007 }
3008
3009 override int GetDamageSystemVersionChange()
3010 {
3011 return 111;
3012 }
3013
3014 override void SetActions()
3015 {
3016 super.SetActions();
3017
3021 }
3022
3023 protected void DestroyConstructedParts()
3024 {
3025 Construction construction = GetConstruction();
3026 if (!construction)
3027 return;
3028
3029 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3030 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3031 {
3032 ConstructionPart part = constructionParts.GetElement(i);
3033 if (part && part.IsBuilt() && !part.IsUtilityPart())
3034 {
3035 construction.DestroyPartServer(null, part.GetPartName(), -1);
3036 }
3037 }
3038 }
3039
3040 protected void HandleFallingForConstructedParts()
3041 {
3042 Construction construction = GetConstruction();
3043 if (!construction)
3044 return;
3045
3046 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3047 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3048 {
3049 ConstructionPart part = constructionParts.GetElement(i);
3050 if (part && part.IsBuilt() && !part.IsUtilityPart())
3051 {
3052 construction.HandleEntityFalling(part.GetPartName());
3053 }
3054 }
3055 }
3056
3058 override void OnItemFallRebuilding()
3059 {
3060 if (!g_Game.IsServer())
3061 return;
3062
3065
3066 if (DestroyOnFall())
3067 {
3069 {
3071 }
3072 else
3073 {
3075 {
3077 }
3078 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3079 }
3080 }
3081 }
3082
3084 {
3085 if (HasAnyAttachmentsOrCargo())
3086 {
3088 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3089 }
3090 }
3091
3092 //================================================================
3093 // DEBUG
3094 //================================================================
3095
3098 {
3099 return null;
3100 }
3101
3102 override void OnDebugSpawn()
3103 {
3104 FullyBuild();
3105 }
3106
3107 void FullyBuild()
3108 {
3110 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3111
3112 Man p;
3113
3114 #ifdef SERVER
3115 array<Man> players = new array<Man>;
3116 g_Game.GetWorld().GetPlayerList(players);
3117 if (players.Count())
3118 p = players[0];
3119 #else
3120 p = g_Game.GetPlayer();
3121 #endif
3122
3123 foreach (ConstructionPart part : parts)
3124 {
3125 bool excluded = false;
3126 string partName = part.GetPartName();
3127 if (excludes)
3128 {
3129 foreach (string exclude : excludes)
3130 {
3131 if (partName.Contains(exclude))
3132 {
3133 excluded = true;
3134 break;
3135 }
3136 }
3137 }
3138
3139 if (!excluded)
3140 {
3141 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3142 }
3143 }
3144
3145 GetConstruction().UpdateVisuals();
3146 }
3147
3149 //Deprecated code playpen//
3151 [Obsolete("handled in the Construction component directly")]
3152 protected void HandleItemFalling(ConstructionPart part)
3153 {
3154 }
3155
3156 [Obsolete("handled in the Construction component directly")]
3157 protected void ItemFall(vector min, vector max)
3158 {
3159 }
3160
3161 [Obsolete("obsolete debug method")]
3162 protected void DebugCustomState()
3163 {
3164 }
3165}
3166
3167void bsbDebugPrint (string s)
3168{
3169#ifdef BSB_DEBUG
3170 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3171#else
3172 //Print("" + s); // comment/uncomment to hide/see debug logs
3173#endif
3174}
3175void bsbDebugSpam (string s)
3176{
3177#ifdef BSB_DEBUG_SPAM
3178 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3179#else
3180 //Print("" + s); // comment/uncomment to hide/see debug logs
3181#endif
3182}
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