DayZ 1.30
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◆ CheckForHybridAttachments()

void bsbDebugPrint::CheckForHybridAttachments ( EntityAI item,
string slot_name )
protected

См. определение в файле BaseBuildingBase.c строка 2409

2411{
2412 const string ANIMATION_DEPLOYED = "Deployed";
2413
2414 float m_ConstructionKitHealth; //stored health value for used construction kit
2415
2416 bool m_HasBase;
2417 //variables for synchronization of base building parts (2x31 is the current limit)
2418 int m_SyncParts01; //synchronization for already built parts (31 parts)
2419 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2420 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2421 int m_InteractedPartId; //construction part id that an action was performed on
2422 int m_PerformedActionId; //action id that was performed on a construction part
2423 protected ref ConstructionBasic m_Construction;
2424
2425 //Sounds
2426 //build
2427 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2428 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2429 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2430 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2431 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2432 //dismantle
2433 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2434 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2435 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2436 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2437 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2438
2439 protected EffectSound m_Sound;
2440
2444
2445 // Constructor
2446 void BaseBuildingBase()
2447 {
2449
2450 //synchronized variables
2451 RegisterNetSyncVariableInt( "m_SyncParts01" );
2452 RegisterNetSyncVariableInt( "m_SyncParts02" );
2453 RegisterNetSyncVariableInt( "m_SyncParts03" );
2454 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2455 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2456 RegisterNetSyncVariableBool( "m_HasBase" );
2457
2458 //Construction init
2459 ConstructionInit();
2460
2461 if (ConfigIsExisting("hybridAttachments"))
2462 {
2464 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2465 }
2466 if (ConfigIsExisting("mountables"))
2467 {
2469 ConfigGetTextArray("mountables", m_Mountables);
2470 }
2471
2472 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2473 SetAllowDamage(true);
2474 }
2475
2476 override string GetInvulnerabilityTypeString()
2477 {
2478 return "disableBaseDamage";
2479 }
2480
2481 override bool CanObstruct()
2482 {
2483 return true;
2484 }
2485
2486 override int GetHideIconMask()
2487 {
2488 return EInventoryIconVisibility.HIDE_VICINITY;
2489 }
2490
2491 override void InitItemSounds()
2492 {
2493 super.InitItemSounds();
2494
2496 SoundParameters params = new SoundParameters();
2497 params.m_Loop = true;
2498
2499 if (GetFoldSoundset() != string.Empty)
2500 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2501 if (GetLoopFoldSoundset() != string.Empty)
2502 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2503 }
2504
2505 override string GetFoldSoundset()
2506 {
2507 return "putDown_FenceKit_SoundSet";
2508 }
2509
2510 override string GetLoopFoldSoundset()
2511 {
2512 return "Shelter_Site_Build_Loop_SoundSet";
2513 }
2514
2515 // --- SYNCHRONIZATION
2517 {
2518 if ( g_Game.IsServer() )
2519 {
2520 SetSynchDirty();
2521 }
2522 }
2523
2524 override void OnVariablesSynchronized()
2525 {
2526 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2527 super.OnVariablesSynchronized();
2528
2529 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2530 }
2531
2532 protected void OnSynchronizedClient()
2533 {
2534 //update parts
2536
2537 //update action on part
2539
2540 //update visuals (client)
2541 UpdateVisuals();
2542 }
2543
2544 //parts synchronization
2545 void RegisterPartForSync( int part_id )
2546 {
2547 //part_id must starts from index = 1
2548 int offset;
2549 int mask;
2550
2551 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2552 {
2553 offset = part_id - 1;
2554 mask = 1 << offset;
2555
2556 m_SyncParts01 = m_SyncParts01 | mask;
2557 }
2558 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2559 {
2560 offset = ( part_id % 32 );
2561 mask = 1 << offset;
2562
2563 m_SyncParts02 = m_SyncParts02 | mask;
2564 }
2565 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2566 {
2567 offset = ( part_id % 63 );
2568 mask = 1 << offset;
2569
2570 m_SyncParts03 = m_SyncParts03 | mask;
2571 }
2572 }
2573
2574 void UnregisterPartForSync( int part_id )
2575 {
2576 //part_id must starts from index = 1
2577 int offset;
2578 int mask;
2579
2580 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2581 {
2582 offset = part_id - 1;
2583 mask = 1 << offset;
2584
2585 m_SyncParts01 = m_SyncParts01 & ~mask;
2586 }
2587 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2588 {
2589 offset = ( part_id % 32 );
2590 mask = 1 << offset;
2591
2592 m_SyncParts02 = m_SyncParts02 & ~mask;
2593 }
2594 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2595 {
2596 offset = ( part_id % 63 );
2597 mask = 1 << offset;
2598
2599 m_SyncParts03 = m_SyncParts03 & ~mask;
2600 }
2601 }
2602
2603 bool IsPartBuildInSyncData( int part_id )
2604 {
2605 //part_id must starts from index = 1
2606 int offset;
2607 int mask;
2608
2609 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2610 {
2611 offset = part_id - 1;
2612 mask = 1 << offset;
2613
2614 if ( ( m_SyncParts01 & mask ) > 0 )
2615 {
2616 return true;
2617 }
2618 }
2619 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2620 {
2621 offset = ( part_id % 32 );
2622 mask = 1 << offset;
2623
2624 if ( ( m_SyncParts02 & mask ) > 0 )
2625 {
2626 return true;
2627 }
2628 }
2629 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2630 {
2631 offset = ( part_id % 63 );
2632 mask = 1 << offset;
2633
2634 if ( ( m_SyncParts03 & mask ) > 0 )
2635 {
2636 return true;
2637 }
2638 }
2639
2640 return false;
2641 }
2642
2643 protected void RegisterActionForSync( int part_id, int action_id )
2644 {
2645 m_InteractedPartId = part_id;
2646 m_PerformedActionId = action_id;
2647 }
2648
2649 protected void ResetActionSyncData()
2650 {
2651 //reset data
2652 m_InteractedPartId = -1;
2654 }
2655
2656 protected void SetActionFromSyncData()
2657 {
2658 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2659 {
2661 int build_action_id = m_PerformedActionId;
2662
2663 switch( build_action_id )
2664 {
2665 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2666 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2667 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2668 }
2669 }
2670 }
2671 //------
2672
2674 {
2675 string key = part.GetPartName();
2676 bool is_base = part.IsBase();
2677 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2678 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2679 if ( is_part_built_sync )
2680 {
2681 if ( !part.IsBuilt() )
2682 {
2683 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2684 GetConstruction().AddToConstructedParts( key );
2685 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2686
2687 if (is_base)
2688 {
2690 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2691 }
2692 }
2693 }
2694 else
2695 {
2696 if ( part.IsBuilt() )
2697 {
2698 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2699 GetConstruction().RemoveFromConstructedParts( key );
2700 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2701
2702 if (is_base)
2703 {
2705 AddProxyPhysics( ANIMATION_DEPLOYED );
2706 }
2707 }
2708 }
2709
2710 //check slot lock for material attachments
2711 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2712 }
2713
2714 //set construction parts based on synchronized data
2716 {
2717 Construction construction = GetConstruction();
2718 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2719
2720 for ( int i = 0; i < construction_parts.Count(); ++i )
2721 {
2722 string key = construction_parts.GetKey( i );
2723 ConstructionPart value = construction_parts.Get( key );
2724 SetPartFromSyncData(value);
2725 }
2726
2727 //regenerate navmesh
2728 UpdateNavmesh();
2729 }
2730
2731 protected ConstructionPart GetConstructionPartById( int id )
2732 {
2733 Construction construction = GetConstruction();
2734 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2735
2736 for ( int i = 0; i < construction_parts.Count(); ++i )
2737 {
2738 string key = construction_parts.GetKey( i );
2739 ConstructionPart value = construction_parts.Get( key );
2740
2741 if ( value.GetId() == id )
2742 {
2743 return value;
2744 }
2745 }
2746
2747 return NULL;
2748 }
2749 //
2750
2751 //Base
2752 bool HasBase()
2753 {
2754 return m_HasBase;
2755 }
2756
2757 void SetBaseState( bool has_base )
2758 {
2759 m_HasBase = has_base;
2760 }
2761
2762 override bool IsDeployable()
2763 {
2764 return true;
2765 }
2766
2767 bool IsOpened()
2768 {
2769 return false;
2770 }
2771
2772 //--- CONSTRUCTION KIT
2774 {
2775 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2776 if ( m_ConstructionKitHealth > 0 )
2777 {
2778 construction_kit.SetHealth( m_ConstructionKitHealth );
2779 }
2780
2781 return construction_kit;
2782 }
2783
2784 void CreateConstructionKitInHands(notnull PlayerBase player)
2785 {
2786 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2787 if ( m_ConstructionKitHealth > 0 )
2788 {
2789 construction_kit.SetHealth( m_ConstructionKitHealth );
2790 }
2791 }
2792
2793 protected vector GetKitSpawnPosition()
2794 {
2795 return GetPosition();
2796 }
2797
2798 protected string GetConstructionKitType()
2799 {
2800 return "";
2801 }
2802
2803 void DestroyConstructionKit( ItemBase construction_kit )
2804 {
2805 m_ConstructionKitHealth = construction_kit.GetHealth();
2806 g_Game.ObjectDelete( construction_kit );
2807 }
2808
2809 //--- CONSTRUCTION
2810 void DestroyConstruction()
2811 {
2812 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2813 g_Game.ObjectDelete( this );
2814 }
2815
2816 // --- EVENTS
2817 override void EEDelete(EntityAI parent)
2818 {
2819 super.EEDelete(parent);
2820
2821 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2822 {
2823 areaDamage.Destroy();
2824 }
2825
2826 }
2827
2828 override void OnStoreSave( ParamsWriteContext ctx )
2829 {
2830 super.OnStoreSave( ctx );
2831
2832 //sync parts 01
2833 ctx.Write( m_SyncParts01 );
2834 ctx.Write( m_SyncParts02 );
2835 ctx.Write( m_SyncParts03 );
2836
2837 ctx.Write( m_HasBase );
2838 }
2839
2840 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2841 {
2842 if ( !super.OnStoreLoad( ctx, version ) )
2843 return false;
2844
2845 //--- Base building data ---
2846 //Restore synced parts data
2847 if ( !ctx.Read( m_SyncParts01 ) )
2848 {
2849 m_SyncParts01 = 0; //set default
2850 return false;
2851 }
2852 if ( !ctx.Read( m_SyncParts02 ) )
2853 {
2854 m_SyncParts02 = 0; //set default
2855 return false;
2856 }
2857 if ( !ctx.Read( m_SyncParts03 ) )
2858 {
2859 m_SyncParts03 = 0; //set default
2860 return false;
2861 }
2862
2863 //has base
2864 if ( !ctx.Read( m_HasBase ) )
2865 {
2866 m_HasBase = false;
2867 return false;
2868 }
2869 //---
2870
2871 return true;
2872 }
2873
2874 override void AfterStoreLoad()
2875 {
2876 super.AfterStoreLoad();
2877
2879 {
2881 }
2882 }
2883
2885 {
2886 //update server data
2888
2889 //set base state
2890 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2891 SetBaseState( part.IsBuilt() ) ;
2892
2893 //synchronize after load
2895 }
2896
2897 override void OnCreatePhysics()
2898 {
2899 super.OnCreatePhysics();
2900
2901 ConstructionInit();
2903 }
2904
2905 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2906 {
2908 return;
2909
2910 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2911 }
2912
2913 override void EEOnAfterLoad()
2914 {
2916 {
2917 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2918 }
2919
2920 super.EEOnAfterLoad();
2921 }
2922
2923 override void EEItemAttached( EntityAI item, string slot_name )
2924 {
2925 super.EEItemAttached( item, slot_name );
2926
2927 CheckForHybridAttachments( item, slot_name );
2928 UpdateVisuals();
2929 UpdateAttachmentPhysics( slot_name, false );
2930 }
2931
2932 override void EEItemDetached( EntityAI item, string slot_name )
2933 {
2934 super.EEItemDetached( item, slot_name );
2935
2936 UpdateVisuals();
2937 UpdateAttachmentPhysics( slot_name, false );
2938 }
2939
2940 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2941 {
2942 string slot_name = InventorySlots.GetSlotName( slotId );
2943 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2944
2945 UpdateAttachmentVisuals( slot_name, locked );
2946 UpdateAttachmentPhysics( slot_name, locked );
2947 }
2948
2949 //ignore out of reach condition
2950 override bool IgnoreOutOfReachCondition()
2951 {
2952 return true;
2953 }
2954
2955 //CONSTRUCTION EVENTS
2956 //Build
2957 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2958 {
2959 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2960
2961 //check base state
2962 if (construtionPart.IsBase())
2963 {
2964 SetBaseState(true);
2965
2966 //spawn kit
2968 }
2969
2970 //register constructed parts for synchronization
2971 RegisterPartForSync(construtionPart.GetId());
2972
2973 //register action that was performed on part
2974 RegisterActionForSync(construtionPart.GetId(), action_id);
2975
2976 //synchronize
2978
2979 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2980
2981 UpdateNavmesh();
2982
2983 //update visuals
2984 UpdateVisuals();
2985
2986 //reset action sync data
2987 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2988 }
2989
2990 void OnPartBuiltClient(string part_name, int action_id)
2991 {
2992 //play sound
2993 SoundBuildStart( part_name );
2994 }
2995
2996 //Dismantle
2997 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2998 {
2999 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3000 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3001
3002 //register constructed parts for synchronization
3003 UnregisterPartForSync(construtionPart.GetId());
3004
3005 //register action that was performed on part
3006 RegisterActionForSync(construtionPart.GetId(), action_id);
3007
3008 //synchronize
3010
3011 // server part of sync, client will be synced from SetPartsFromSyncData
3012 SetPartFromSyncData(construtionPart);
3013
3014 UpdateNavmesh();
3015
3016 //update visuals
3017 UpdateVisuals();
3018
3019 //reset action sync data
3020 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3021
3022 //check base state
3023 if (construtionPart.IsBase())
3024 {
3025 //Destroy construction
3026 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3027 }
3028 }
3029
3030 void OnPartDismantledClient( string part_name, int action_id )
3031 {
3032 //play sound
3033 SoundDismantleStart( part_name );
3034 }
3035
3036 //Destroy
3037 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3038 {
3039 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3040 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3041
3042 //register constructed parts for synchronization
3043 UnregisterPartForSync(construtionPart.GetId());
3044
3045 //register action that was performed on part
3046 RegisterActionForSync(construtionPart.GetId(), action_id);
3047
3048 //synchronize
3050
3051 // server part of sync, client will be synced from SetPartsFromSyncData
3052 SetPartFromSyncData(construtionPart);
3053
3054 UpdateNavmesh();
3055
3056 //update visuals
3057 UpdateVisuals();
3058
3059 //reset action sync data
3060 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3061
3062 //check base state
3063 if (construtionPart.IsBase())
3064 {
3065 //Destroy construction
3066 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3067 }
3068 }
3069
3070 void OnPartDestroyedClient( string part_name, int action_id )
3071 {
3072 //play sound
3073 SoundDestroyStart( part_name );
3074 }
3075
3076 // --- UPDATE
3077 void InitBaseState()
3078 {
3079 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3080
3081 InitVisuals();
3082 UpdateNavmesh(); //regenerate navmesh
3083 }
3084
3085 void InitVisuals()
3086 {
3087 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3088 //check base
3089 if ( !HasBase() )
3090 {
3091 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3092 }
3093 else
3094 {
3095 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3096 }
3097
3098 GetConstruction().InitVisuals();
3099 }
3100
3101 void UpdateVisuals()
3102 {
3103 array<string> attachmentSlots = new array<string>;
3104
3105 GetAttachmentSlots(this, attachmentSlots);
3106 foreach (string slotName : attachmentSlots)
3107 {
3109 }
3110
3111 //check base
3112 if (!HasBase())
3113 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3114 else
3115 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3116
3117 GetConstruction().UpdateVisuals();
3118 }
3119
3120 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3121 {
3122 string slotNameMounted = slot_name + "_Mounted";
3123 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3124
3125 if (attachment)
3126 {
3127 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3128 if (barbedWire && barbedWire.IsMounted())
3129 CreateAreaDamage(slotNameMounted);
3130 else
3131 DestroyAreaDamage(slotNameMounted);
3132
3133 if (is_locked)
3134 {
3135 SetAnimationPhase(slotNameMounted, 0);
3136 SetAnimationPhase(slot_name, 1);
3137 }
3138 else
3139 {
3140 SetAnimationPhase(slotNameMounted, 1);
3141 SetAnimationPhase(slot_name, 0);
3142 }
3143 }
3144 else
3145 {
3146 SetAnimationPhase(slotNameMounted, 1);
3147 SetAnimationPhase(slot_name, 1);
3148
3149 DestroyAreaDamage(slotNameMounted);
3150 }
3151 }
3152
3153 // avoid calling this function on frequent occasions, it's a massive performance hit
3154 void UpdatePhysics()
3155 {
3157 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3158
3159 array<string> attachmentSlots = new array<string>;
3160 GetAttachmentSlots(this, attachmentSlots);
3161
3163 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3164
3165 foreach (string slotName : attachmentSlots)
3166 {
3168 }
3169
3170 //check base
3171 if (!HasBase())
3172 {
3174 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3175
3176 AddProxyPhysics(ANIMATION_DEPLOYED);
3177 }
3178 else
3179 {
3181 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3182
3183 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3184 }
3185
3186 GetConstruction().UpdatePhysics();
3187 UpdateNavmesh();
3188 }
3189
3190 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3191 {
3192 //checks for invalid appends; hotfix
3193 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3194 return;
3195 //----------------------------------
3196 string slot_name_mounted = slot_name + "_Mounted";
3197 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3198
3199 //remove proxy physics
3200 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3201 RemoveProxyPhysics( slot_name_mounted );
3202 RemoveProxyPhysics( slot_name );
3203
3204 if ( attachment )
3205 {
3206 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3207 if ( is_locked )
3208 {
3209 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3210 AddProxyPhysics( slot_name_mounted );
3211 }
3212 else
3213 {
3214 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3215 AddProxyPhysics( slot_name );
3216 }
3217 }
3218 }
3219
3220 protected void UpdateNavmesh()
3221 {
3222 SetAffectPathgraph( true, false );
3223 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3224 }
3225
3226 override bool CanUseConstruction()
3227 {
3228 return true;
3229 }
3230
3231 override bool CanUseConstructionBuild()
3232 {
3233 return true;
3234 }
3235
3236 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3237 {
3238 if ( attachment )
3239 {
3240 InventoryLocation inventory_location = new InventoryLocation;
3241 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3242
3243 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3244 }
3245
3246 return false;
3247 }
3248
3249 protected bool IsAttachmentSlotLocked( string slot_name )
3250 {
3251 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3252 }
3253
3254 //--- ATTACHMENT SLOTS
3255 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3256 {
3257 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3258 if ( g_Game.ConfigIsExisting( config_path ) )
3259 {
3260 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3261 }
3262 }
3263
3264 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3265 {
3266 return true;
3267 }
3268
3269 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3270 {
3271 return true;
3272 }
3273
3274 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3275 {
3276 return true;
3277 }
3278
3279 // --- INIT
3281 {
3282 m_Construction = new Construction(this);
3283 return m_Construction;
3284 }
3285
3287 {
3288 return m_Construction;
3289 }
3290
3292 {
3293 return Construction.Cast(m_Construction);
3294 }
3295
3297 {
3298 int attachment_count = GetInventory().AttachmentCount();
3299 if ( attachment_count > 0 )
3300 {
3301 if ( HasBase() && attachment_count == 1 )
3302 {
3303 return false;
3304 }
3305
3306 return true;
3307 }
3308
3309 return false;
3310 }
3311
3312 override bool ShowZonesHealth()
3313 {
3314 return true;
3315 }
3316
3317 override bool IsTakeable()
3318 {
3319 return false;
3320 }
3321
3322 //this into/outo parent.Cargo
3323 override bool CanPutInCargo( EntityAI parent )
3324 {
3325 return false;
3326 }
3327
3328 override bool CanRemoveFromCargo( EntityAI parent )
3329 {
3330 return false;
3331 }
3332
3333 //hands
3334 override bool CanPutIntoHands( EntityAI parent )
3335 {
3336 return false;
3337 }
3338
3339 //--- ACTION CONDITIONS
3340 //direction
3341 override bool IsFacingPlayer( PlayerBase player, string selection )
3342 {
3343 return true;
3344 }
3345
3346 override bool IsPlayerInside( PlayerBase player, string selection )
3347 {
3348 return true;
3349 }
3350
3353 {
3354 return false;
3355 }
3356
3357 //roof check
3358 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3359 {
3360 return false;
3361 }
3362
3363 //selection->player distance check
3364 bool HasProperDistance( string selection, PlayerBase player )
3365 {
3366 return true;
3367 }
3368
3369 //folding
3371 {
3372 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3373 {
3374 return false;
3375 }
3376
3377 return true;
3378 }
3379
3381 {
3384
3385 return item;
3386 }
3387
3388 //Damage triggers (barbed wire)
3389 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3390 {
3391 if ( g_Game && g_Game.IsServer() )
3392 {
3393 //destroy area damage if some already exists
3394 DestroyAreaDamage( slot_name );
3395
3396 //create new area damage
3398 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3399
3400 vector min_max[2];
3401 if ( MemoryPointExists( slot_name + "_min" ) )
3402 {
3403 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3404 }
3405 if ( MemoryPointExists( slot_name + "_max" ) )
3406 {
3407 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3408 }
3409
3410 //get proper trigger extents (min<max)
3411 vector extents[2];
3412 GetConstruction().GetTriggerExtents( min_max, extents );
3413
3414 //get box center
3415 vector center;
3416 center = GetConstruction().GetBoxCenter( min_max );
3417 center = ModelToWorld( center );
3418
3419 //rotate center if needed
3421 CalcDamageAreaRotation( rotation_angle, center, orientation );
3422
3423 areaDamage.SetExtents( extents[0], extents[1] );
3424 areaDamage.SetAreaPosition( center );
3425 areaDamage.SetAreaOrientation( orientation );
3426 areaDamage.SetLoopInterval( 1.0 );
3427 areaDamage.SetDeferDuration( 0.2 );
3428 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3429 areaDamage.SetAmmoName( "BarbedWireHit" );
3430 areaDamage.Spawn();
3431
3432 m_DamageTriggers.Insert( slot_name, areaDamage );
3433 }
3434 }
3435
3436 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3437 {
3438 if ( angle_deg != 0 )
3439 {
3440 //orientation
3441 orientation[0] = orientation[0] - angle_deg;
3442
3443 //center
3444 vector rotate_axis;
3445 if ( MemoryPointExists( "rotate_axis" ) )
3446 {
3447 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3448 }
3449 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];
3450 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];
3451 center[0] = r_center_x;
3452 center[2] = r_center_z;
3453 }
3454 }
3455
3456 void DestroyAreaDamage( string slot_name )
3457 {
3458 if (g_Game && g_Game.IsServer())
3459 {
3461 if (m_DamageTriggers.Find(slot_name, areaDamage))
3462 {
3463 if (areaDamage)
3464 {
3465 areaDamage.Destroy();
3466 }
3467
3468 m_DamageTriggers.Remove( slot_name );
3469 }
3470 }
3471 }
3472
3473 override bool IsIgnoredByConstruction()
3474 {
3475 return true;
3476 }
3477
3478 //================================================================
3479 // SOUNDS
3480 //================================================================
3481 protected void SoundBuildStart( string part_name )
3482 {
3483 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3484 }
3485
3486 protected void SoundDismantleStart( string part_name )
3487 {
3488 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3489 }
3490
3491 protected void SoundDestroyStart( string part_name )
3492 {
3493 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3494 }
3495
3496 protected string GetBuildSoundByMaterial( string part_name )
3497 {
3498 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3499
3500 switch ( material_type )
3501 {
3502 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3503 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3504 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3505 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3506 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3507 }
3508
3509 return "";
3510 }
3511
3512 protected string GetDismantleSoundByMaterial( string part_name )
3513 {
3514 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3515
3516 switch ( material_type )
3517 {
3518 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3519 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3520 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3521 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3522 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3523 }
3524
3525 return "";
3526 }
3527
3528 //misc
3529 void CheckForHybridAttachments( EntityAI item, string slot_name )
3530 {
3531 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3532 {
3533 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3534 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3535 {
3536 SetHealth(slot_name,"Health",item.GetHealth());
3537 }
3538 }
3539 }
3540
3541 override int GetDamageSystemVersionChange()
3542 {
3543 return 111;
3544 }
3545
3546 override void SetActions()
3547 {
3548 super.SetActions();
3549
3553 }
3554
3555 protected void DestroyConstructedParts()
3556 {
3557 Construction construction = GetConstruction();
3558 if (!construction)
3559 return;
3560
3561 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3562 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3563 {
3564 ConstructionPart part = constructionParts.GetElement(i);
3565 if (part && part.IsBuilt() && !part.IsUtilityPart())
3566 {
3567 construction.DestroyPartServer(null, part.GetPartName(), -1);
3568 }
3569 }
3570 }
3571
3572 protected void HandleFallingForConstructedParts()
3573 {
3574 Construction construction = GetConstruction();
3575 if (!construction)
3576 return;
3577
3578 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3579 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3580 {
3581 ConstructionPart part = constructionParts.GetElement(i);
3582 if (part && part.IsBuilt() && !part.IsUtilityPart())
3583 {
3584 construction.HandleEntityFalling(part.GetPartName());
3585 }
3586 }
3587 }
3588
3590 override void OnItemFallRebuilding()
3591 {
3592 if (!g_Game.IsServer())
3593 return;
3594
3597
3598 if (DestroyOnFall())
3599 {
3601 {
3603 }
3604 else
3605 {
3607 {
3609 }
3610 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3611 }
3612 }
3613 }
3614
3616 {
3617 if (HasAnyAttachmentsOrCargo())
3618 {
3620 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3621 }
3622 }
3623
3624 //================================================================
3625 // DEBUG
3626 //================================================================
3627
3630 {
3631 return null;
3632 }
3633
3634 override void OnDebugSpawn()
3635 {
3636 FullyBuild();
3637 }
3638
3639 void FullyBuild()
3640 {
3642 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3643
3644 Man p;
3645
3646 #ifdef SERVER
3647 array<Man> players = new array<Man>;
3648 g_Game.GetWorld().GetPlayerList(players);
3649 if (players.Count())
3650 p = players[0];
3651 #else
3652 p = g_Game.GetPlayer();
3653 #endif
3654
3655 foreach (ConstructionPart part : parts)
3656 {
3657 bool excluded = false;
3658 string partName = part.GetPartName();
3659 if (excludes)
3660 {
3661 foreach (string exclude : excludes)
3662 {
3663 if (partName.Contains(exclude))
3664 {
3665 excluded = true;
3666 break;
3667 }
3668 }
3669 }
3670
3671 if (!excluded)
3672 {
3673 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3674 }
3675 }
3676
3677 GetConstruction().UpdateVisuals();
3678 }
3679
3681 //Deprecated code playpen//
3683 [Obsolete("handled in the Construction component directly")]
3684 protected void HandleItemFalling(ConstructionPart part)
3685 {
3686 }
3687
3688 [Obsolete("handled in the Construction component directly")]
3689 protected void ItemFall(vector min, vector max)
3690 {
3691 }
3692
3693 [Obsolete("obsolete debug method")]
3694 protected void DebugCustomState()
3695 {
3696 }
3697}
3698
3699void bsbDebugPrint (string s)
3700{
3701#ifdef BSB_DEBUG
3702 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3703#else
3704 //Print("" + s); // comment/uncomment to hide/see debug logs
3705#endif
3706}
3707void bsbDebugSpam (string s)
3708{
3709#ifdef BSB_DEBUG_SPAM
3710 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3711#else
3712 //Print("" + s); // comment/uncomment to hide/see debug logs
3713#endif
3714}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в ItemBase::EEItemAttached().