DayZ 1.30
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◆ EEOnAfterLoad()

override void bsbDebugPrint::EEOnAfterLoad ( )
protected

См. определение в файле BaseBuildingBase.c строка 1793

1795{
1796 const string ANIMATION_DEPLOYED = "Deployed";
1797
1798 float m_ConstructionKitHealth; //stored health value for used construction kit
1799
1800 bool m_HasBase;
1801 //variables for synchronization of base building parts (2x31 is the current limit)
1802 int m_SyncParts01; //synchronization for already built parts (31 parts)
1803 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1804 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1805 int m_InteractedPartId; //construction part id that an action was performed on
1806 int m_PerformedActionId; //action id that was performed on a construction part
1807 protected ref ConstructionBasic m_Construction;
1808
1809 //Sounds
1810 //build
1811 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1812 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1813 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1814 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1815 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1816 //dismantle
1817 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1818 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1819 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1820 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1821 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1822
1823 protected EffectSound m_Sound;
1824
1828
1829 // Constructor
1830 void BaseBuildingBase()
1831 {
1833
1834 //synchronized variables
1835 RegisterNetSyncVariableInt( "m_SyncParts01" );
1836 RegisterNetSyncVariableInt( "m_SyncParts02" );
1837 RegisterNetSyncVariableInt( "m_SyncParts03" );
1838 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1839 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1840 RegisterNetSyncVariableBool( "m_HasBase" );
1841
1842 //Construction init
1843 ConstructionInit();
1844
1845 if (ConfigIsExisting("hybridAttachments"))
1846 {
1848 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1849 }
1850 if (ConfigIsExisting("mountables"))
1851 {
1853 ConfigGetTextArray("mountables", m_Mountables);
1854 }
1855
1856 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1857 SetAllowDamage(true);
1858 }
1859
1860 override string GetInvulnerabilityTypeString()
1861 {
1862 return "disableBaseDamage";
1863 }
1864
1865 override bool CanObstruct()
1866 {
1867 return true;
1868 }
1869
1870 override int GetHideIconMask()
1871 {
1872 return EInventoryIconVisibility.HIDE_VICINITY;
1873 }
1874
1875 override void InitItemSounds()
1876 {
1877 super.InitItemSounds();
1878
1880 SoundParameters params = new SoundParameters();
1881 params.m_Loop = true;
1882
1883 if (GetFoldSoundset() != string.Empty)
1884 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1885 if (GetLoopFoldSoundset() != string.Empty)
1886 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1887 }
1888
1889 override string GetFoldSoundset()
1890 {
1891 return "putDown_FenceKit_SoundSet";
1892 }
1893
1894 override string GetLoopFoldSoundset()
1895 {
1896 return "Shelter_Site_Build_Loop_SoundSet";
1897 }
1898
1899 // --- SYNCHRONIZATION
1901 {
1902 if ( g_Game.IsServer() )
1903 {
1904 SetSynchDirty();
1905 }
1906 }
1907
1908 override void OnVariablesSynchronized()
1909 {
1910 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1911 super.OnVariablesSynchronized();
1912
1913 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1914 }
1915
1916 protected void OnSynchronizedClient()
1917 {
1918 //update parts
1920
1921 //update action on part
1923
1924 //update visuals (client)
1925 UpdateVisuals();
1926 }
1927
1928 //parts synchronization
1929 void RegisterPartForSync( int part_id )
1930 {
1931 //part_id must starts from index = 1
1932 int offset;
1933 int mask;
1934
1935 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1936 {
1937 offset = part_id - 1;
1938 mask = 1 << offset;
1939
1940 m_SyncParts01 = m_SyncParts01 | mask;
1941 }
1942 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1943 {
1944 offset = ( part_id % 32 );
1945 mask = 1 << offset;
1946
1947 m_SyncParts02 = m_SyncParts02 | mask;
1948 }
1949 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1950 {
1951 offset = ( part_id % 63 );
1952 mask = 1 << offset;
1953
1954 m_SyncParts03 = m_SyncParts03 | mask;
1955 }
1956 }
1957
1958 void UnregisterPartForSync( int part_id )
1959 {
1960 //part_id must starts from index = 1
1961 int offset;
1962 int mask;
1963
1964 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1965 {
1966 offset = part_id - 1;
1967 mask = 1 << offset;
1968
1969 m_SyncParts01 = m_SyncParts01 & ~mask;
1970 }
1971 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1972 {
1973 offset = ( part_id % 32 );
1974 mask = 1 << offset;
1975
1976 m_SyncParts02 = m_SyncParts02 & ~mask;
1977 }
1978 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1979 {
1980 offset = ( part_id % 63 );
1981 mask = 1 << offset;
1982
1983 m_SyncParts03 = m_SyncParts03 & ~mask;
1984 }
1985 }
1986
1987 bool IsPartBuildInSyncData( int part_id )
1988 {
1989 //part_id must starts from index = 1
1990 int offset;
1991 int mask;
1992
1993 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1994 {
1995 offset = part_id - 1;
1996 mask = 1 << offset;
1997
1998 if ( ( m_SyncParts01 & mask ) > 0 )
1999 {
2000 return true;
2001 }
2002 }
2003 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2004 {
2005 offset = ( part_id % 32 );
2006 mask = 1 << offset;
2007
2008 if ( ( m_SyncParts02 & mask ) > 0 )
2009 {
2010 return true;
2011 }
2012 }
2013 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2014 {
2015 offset = ( part_id % 63 );
2016 mask = 1 << offset;
2017
2018 if ( ( m_SyncParts03 & mask ) > 0 )
2019 {
2020 return true;
2021 }
2022 }
2023
2024 return false;
2025 }
2026
2027 protected void RegisterActionForSync( int part_id, int action_id )
2028 {
2029 m_InteractedPartId = part_id;
2030 m_PerformedActionId = action_id;
2031 }
2032
2033 protected void ResetActionSyncData()
2034 {
2035 //reset data
2036 m_InteractedPartId = -1;
2038 }
2039
2040 protected void SetActionFromSyncData()
2041 {
2042 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2043 {
2045 int build_action_id = m_PerformedActionId;
2046
2047 switch( build_action_id )
2048 {
2049 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2050 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2051 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2052 }
2053 }
2054 }
2055 //------
2056
2058 {
2059 string key = part.GetPartName();
2060 bool is_base = part.IsBase();
2061 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2062 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2063 if ( is_part_built_sync )
2064 {
2065 if ( !part.IsBuilt() )
2066 {
2067 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2068 GetConstruction().AddToConstructedParts( key );
2069 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2070
2071 if (is_base)
2072 {
2074 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2075 }
2076 }
2077 }
2078 else
2079 {
2080 if ( part.IsBuilt() )
2081 {
2082 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2083 GetConstruction().RemoveFromConstructedParts( key );
2084 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2085
2086 if (is_base)
2087 {
2089 AddProxyPhysics( ANIMATION_DEPLOYED );
2090 }
2091 }
2092 }
2093
2094 //check slot lock for material attachments
2095 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2096 }
2097
2098 //set construction parts based on synchronized data
2100 {
2101 Construction construction = GetConstruction();
2102 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2103
2104 for ( int i = 0; i < construction_parts.Count(); ++i )
2105 {
2106 string key = construction_parts.GetKey( i );
2107 ConstructionPart value = construction_parts.Get( key );
2108 SetPartFromSyncData(value);
2109 }
2110
2111 //regenerate navmesh
2112 UpdateNavmesh();
2113 }
2114
2115 protected ConstructionPart GetConstructionPartById( int id )
2116 {
2117 Construction construction = GetConstruction();
2118 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2119
2120 for ( int i = 0; i < construction_parts.Count(); ++i )
2121 {
2122 string key = construction_parts.GetKey( i );
2123 ConstructionPart value = construction_parts.Get( key );
2124
2125 if ( value.GetId() == id )
2126 {
2127 return value;
2128 }
2129 }
2130
2131 return NULL;
2132 }
2133 //
2134
2135 //Base
2136 bool HasBase()
2137 {
2138 return m_HasBase;
2139 }
2140
2141 void SetBaseState( bool has_base )
2142 {
2143 m_HasBase = has_base;
2144 }
2145
2146 override bool IsDeployable()
2147 {
2148 return true;
2149 }
2150
2151 bool IsOpened()
2152 {
2153 return false;
2154 }
2155
2156 //--- CONSTRUCTION KIT
2158 {
2159 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2160 if ( m_ConstructionKitHealth > 0 )
2161 {
2162 construction_kit.SetHealth( m_ConstructionKitHealth );
2163 }
2164
2165 return construction_kit;
2166 }
2167
2168 void CreateConstructionKitInHands(notnull PlayerBase player)
2169 {
2170 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2171 if ( m_ConstructionKitHealth > 0 )
2172 {
2173 construction_kit.SetHealth( m_ConstructionKitHealth );
2174 }
2175 }
2176
2177 protected vector GetKitSpawnPosition()
2178 {
2179 return GetPosition();
2180 }
2181
2182 protected string GetConstructionKitType()
2183 {
2184 return "";
2185 }
2186
2187 void DestroyConstructionKit( ItemBase construction_kit )
2188 {
2189 m_ConstructionKitHealth = construction_kit.GetHealth();
2190 g_Game.ObjectDelete( construction_kit );
2191 }
2192
2193 //--- CONSTRUCTION
2194 void DestroyConstruction()
2195 {
2196 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2197 g_Game.ObjectDelete( this );
2198 }
2199
2200 // --- EVENTS
2201 override void EEDelete(EntityAI parent)
2202 {
2203 super.EEDelete(parent);
2204
2205 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2206 {
2207 areaDamage.Destroy();
2208 }
2209
2210 }
2211
2212 override void OnStoreSave( ParamsWriteContext ctx )
2213 {
2214 super.OnStoreSave( ctx );
2215
2216 //sync parts 01
2217 ctx.Write( m_SyncParts01 );
2218 ctx.Write( m_SyncParts02 );
2219 ctx.Write( m_SyncParts03 );
2220
2221 ctx.Write( m_HasBase );
2222 }
2223
2224 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2225 {
2226 if ( !super.OnStoreLoad( ctx, version ) )
2227 return false;
2228
2229 //--- Base building data ---
2230 //Restore synced parts data
2231 if ( !ctx.Read( m_SyncParts01 ) )
2232 {
2233 m_SyncParts01 = 0; //set default
2234 return false;
2235 }
2236 if ( !ctx.Read( m_SyncParts02 ) )
2237 {
2238 m_SyncParts02 = 0; //set default
2239 return false;
2240 }
2241 if ( !ctx.Read( m_SyncParts03 ) )
2242 {
2243 m_SyncParts03 = 0; //set default
2244 return false;
2245 }
2246
2247 //has base
2248 if ( !ctx.Read( m_HasBase ) )
2249 {
2250 m_HasBase = false;
2251 return false;
2252 }
2253 //---
2254
2255 return true;
2256 }
2257
2258 override void AfterStoreLoad()
2259 {
2260 super.AfterStoreLoad();
2261
2263 {
2265 }
2266 }
2267
2269 {
2270 //update server data
2272
2273 //set base state
2274 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2275 SetBaseState( part.IsBuilt() ) ;
2276
2277 //synchronize after load
2279 }
2280
2281 override void OnCreatePhysics()
2282 {
2283 super.OnCreatePhysics();
2284
2285 ConstructionInit();
2287 }
2288
2289 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2290 {
2292 return;
2293
2294 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2295 }
2296
2297 override void EEOnAfterLoad()
2298 {
2300 {
2301 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2302 }
2303
2304 super.EEOnAfterLoad();
2305 }
2306
2307 override void EEItemAttached( EntityAI item, string slot_name )
2308 {
2309 super.EEItemAttached( item, slot_name );
2310
2311 CheckForHybridAttachments( item, slot_name );
2312 UpdateVisuals();
2313 UpdateAttachmentPhysics( slot_name, false );
2314 }
2315
2316 override void EEItemDetached( EntityAI item, string slot_name )
2317 {
2318 super.EEItemDetached( item, slot_name );
2319
2320 UpdateVisuals();
2321 UpdateAttachmentPhysics( slot_name, false );
2322 }
2323
2324 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2325 {
2326 string slot_name = InventorySlots.GetSlotName( slotId );
2327 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2328
2329 UpdateAttachmentVisuals( slot_name, locked );
2330 UpdateAttachmentPhysics( slot_name, locked );
2331 }
2332
2333 //ignore out of reach condition
2334 override bool IgnoreOutOfReachCondition()
2335 {
2336 return true;
2337 }
2338
2339 //CONSTRUCTION EVENTS
2340 //Build
2341 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2342 {
2343 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2344
2345 //check base state
2346 if (construtionPart.IsBase())
2347 {
2348 SetBaseState(true);
2349
2350 //spawn kit
2352 }
2353
2354 //register constructed parts for synchronization
2355 RegisterPartForSync(construtionPart.GetId());
2356
2357 //register action that was performed on part
2358 RegisterActionForSync(construtionPart.GetId(), action_id);
2359
2360 //synchronize
2362
2363 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2364
2365 UpdateNavmesh();
2366
2367 //update visuals
2368 UpdateVisuals();
2369
2370 //reset action sync data
2371 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2372 }
2373
2374 void OnPartBuiltClient(string part_name, int action_id)
2375 {
2376 //play sound
2377 SoundBuildStart( part_name );
2378 }
2379
2380 //Dismantle
2381 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2382 {
2383 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2384 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2385
2386 //register constructed parts for synchronization
2387 UnregisterPartForSync(construtionPart.GetId());
2388
2389 //register action that was performed on part
2390 RegisterActionForSync(construtionPart.GetId(), action_id);
2391
2392 //synchronize
2394
2395 // server part of sync, client will be synced from SetPartsFromSyncData
2396 SetPartFromSyncData(construtionPart);
2397
2398 UpdateNavmesh();
2399
2400 //update visuals
2401 UpdateVisuals();
2402
2403 //reset action sync data
2404 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2405
2406 //check base state
2407 if (construtionPart.IsBase())
2408 {
2409 //Destroy construction
2410 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2411 }
2412 }
2413
2414 void OnPartDismantledClient( string part_name, int action_id )
2415 {
2416 //play sound
2417 SoundDismantleStart( part_name );
2418 }
2419
2420 //Destroy
2421 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2422 {
2423 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2424 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2425
2426 //register constructed parts for synchronization
2427 UnregisterPartForSync(construtionPart.GetId());
2428
2429 //register action that was performed on part
2430 RegisterActionForSync(construtionPart.GetId(), action_id);
2431
2432 //synchronize
2434
2435 // server part of sync, client will be synced from SetPartsFromSyncData
2436 SetPartFromSyncData(construtionPart);
2437
2438 UpdateNavmesh();
2439
2440 //update visuals
2441 UpdateVisuals();
2442
2443 //reset action sync data
2444 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2445
2446 //check base state
2447 if (construtionPart.IsBase())
2448 {
2449 //Destroy construction
2450 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2451 }
2452 }
2453
2454 void OnPartDestroyedClient( string part_name, int action_id )
2455 {
2456 //play sound
2457 SoundDestroyStart( part_name );
2458 }
2459
2460 // --- UPDATE
2461 void InitBaseState()
2462 {
2463 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2464
2465 InitVisuals();
2466 UpdateNavmesh(); //regenerate navmesh
2467 }
2468
2469 void InitVisuals()
2470 {
2471 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2472 //check base
2473 if ( !HasBase() )
2474 {
2475 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2476 }
2477 else
2478 {
2479 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2480 }
2481
2482 GetConstruction().InitVisuals();
2483 }
2484
2485 void UpdateVisuals()
2486 {
2487 array<string> attachmentSlots = new array<string>;
2488
2489 GetAttachmentSlots(this, attachmentSlots);
2490 foreach (string slotName : attachmentSlots)
2491 {
2493 }
2494
2495 //check base
2496 if (!HasBase())
2497 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2498 else
2499 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2500
2501 GetConstruction().UpdateVisuals();
2502 }
2503
2504 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2505 {
2506 string slotNameMounted = slot_name + "_Mounted";
2507 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2508
2509 if (attachment)
2510 {
2511 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2512 if (barbedWire && barbedWire.IsMounted())
2513 CreateAreaDamage(slotNameMounted);
2514 else
2515 DestroyAreaDamage(slotNameMounted);
2516
2517 if (is_locked)
2518 {
2519 SetAnimationPhase(slotNameMounted, 0);
2520 SetAnimationPhase(slot_name, 1);
2521 }
2522 else
2523 {
2524 SetAnimationPhase(slotNameMounted, 1);
2525 SetAnimationPhase(slot_name, 0);
2526 }
2527 }
2528 else
2529 {
2530 SetAnimationPhase(slotNameMounted, 1);
2531 SetAnimationPhase(slot_name, 1);
2532
2533 DestroyAreaDamage(slotNameMounted);
2534 }
2535 }
2536
2537 // avoid calling this function on frequent occasions, it's a massive performance hit
2538 void UpdatePhysics()
2539 {
2541 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2542
2543 array<string> attachmentSlots = new array<string>;
2544 GetAttachmentSlots(this, attachmentSlots);
2545
2547 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2548
2549 foreach (string slotName : attachmentSlots)
2550 {
2552 }
2553
2554 //check base
2555 if (!HasBase())
2556 {
2558 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2559
2560 AddProxyPhysics(ANIMATION_DEPLOYED);
2561 }
2562 else
2563 {
2565 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2566
2567 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2568 }
2569
2570 GetConstruction().UpdatePhysics();
2571 UpdateNavmesh();
2572 }
2573
2574 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2575 {
2576 //checks for invalid appends; hotfix
2577 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2578 return;
2579 //----------------------------------
2580 string slot_name_mounted = slot_name + "_Mounted";
2581 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2582
2583 //remove proxy physics
2584 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2585 RemoveProxyPhysics( slot_name_mounted );
2586 RemoveProxyPhysics( slot_name );
2587
2588 if ( attachment )
2589 {
2590 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2591 if ( is_locked )
2592 {
2593 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2594 AddProxyPhysics( slot_name_mounted );
2595 }
2596 else
2597 {
2598 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2599 AddProxyPhysics( slot_name );
2600 }
2601 }
2602 }
2603
2604 protected void UpdateNavmesh()
2605 {
2606 SetAffectPathgraph( true, false );
2607 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2608 }
2609
2610 override bool CanUseConstruction()
2611 {
2612 return true;
2613 }
2614
2615 override bool CanUseConstructionBuild()
2616 {
2617 return true;
2618 }
2619
2620 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2621 {
2622 if ( attachment )
2623 {
2624 InventoryLocation inventory_location = new InventoryLocation;
2625 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2626
2627 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2628 }
2629
2630 return false;
2631 }
2632
2633 protected bool IsAttachmentSlotLocked( string slot_name )
2634 {
2635 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2636 }
2637
2638 //--- ATTACHMENT SLOTS
2639 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2640 {
2641 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2642 if ( g_Game.ConfigIsExisting( config_path ) )
2643 {
2644 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2645 }
2646 }
2647
2648 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2649 {
2650 return true;
2651 }
2652
2653 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2654 {
2655 return true;
2656 }
2657
2658 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2659 {
2660 return true;
2661 }
2662
2663 // --- INIT
2665 {
2666 m_Construction = new Construction(this);
2667 return m_Construction;
2668 }
2669
2671 {
2672 return m_Construction;
2673 }
2674
2676 {
2677 return Construction.Cast(m_Construction);
2678 }
2679
2681 {
2682 int attachment_count = GetInventory().AttachmentCount();
2683 if ( attachment_count > 0 )
2684 {
2685 if ( HasBase() && attachment_count == 1 )
2686 {
2687 return false;
2688 }
2689
2690 return true;
2691 }
2692
2693 return false;
2694 }
2695
2696 override bool ShowZonesHealth()
2697 {
2698 return true;
2699 }
2700
2701 override bool IsTakeable()
2702 {
2703 return false;
2704 }
2705
2706 //this into/outo parent.Cargo
2707 override bool CanPutInCargo( EntityAI parent )
2708 {
2709 return false;
2710 }
2711
2712 override bool CanRemoveFromCargo( EntityAI parent )
2713 {
2714 return false;
2715 }
2716
2717 //hands
2718 override bool CanPutIntoHands( EntityAI parent )
2719 {
2720 return false;
2721 }
2722
2723 //--- ACTION CONDITIONS
2724 //direction
2725 override bool IsFacingPlayer( PlayerBase player, string selection )
2726 {
2727 return true;
2728 }
2729
2730 override bool IsPlayerInside( PlayerBase player, string selection )
2731 {
2732 return true;
2733 }
2734
2737 {
2738 return false;
2739 }
2740
2741 //roof check
2742 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2743 {
2744 return false;
2745 }
2746
2747 //selection->player distance check
2748 bool HasProperDistance( string selection, PlayerBase player )
2749 {
2750 return true;
2751 }
2752
2753 //folding
2755 {
2756 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2757 {
2758 return false;
2759 }
2760
2761 return true;
2762 }
2763
2765 {
2768
2769 return item;
2770 }
2771
2772 //Damage triggers (barbed wire)
2773 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2774 {
2775 if ( g_Game && g_Game.IsServer() )
2776 {
2777 //destroy area damage if some already exists
2778 DestroyAreaDamage( slot_name );
2779
2780 //create new area damage
2782 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2783
2784 vector min_max[2];
2785 if ( MemoryPointExists( slot_name + "_min" ) )
2786 {
2787 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2788 }
2789 if ( MemoryPointExists( slot_name + "_max" ) )
2790 {
2791 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2792 }
2793
2794 //get proper trigger extents (min<max)
2795 vector extents[2];
2796 GetConstruction().GetTriggerExtents( min_max, extents );
2797
2798 //get box center
2799 vector center;
2800 center = GetConstruction().GetBoxCenter( min_max );
2801 center = ModelToWorld( center );
2802
2803 //rotate center if needed
2805 CalcDamageAreaRotation( rotation_angle, center, orientation );
2806
2807 areaDamage.SetExtents( extents[0], extents[1] );
2808 areaDamage.SetAreaPosition( center );
2809 areaDamage.SetAreaOrientation( orientation );
2810 areaDamage.SetLoopInterval( 1.0 );
2811 areaDamage.SetDeferDuration( 0.2 );
2812 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2813 areaDamage.SetAmmoName( "BarbedWireHit" );
2814 areaDamage.Spawn();
2815
2816 m_DamageTriggers.Insert( slot_name, areaDamage );
2817 }
2818 }
2819
2820 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2821 {
2822 if ( angle_deg != 0 )
2823 {
2824 //orientation
2825 orientation[0] = orientation[0] - angle_deg;
2826
2827 //center
2828 vector rotate_axis;
2829 if ( MemoryPointExists( "rotate_axis" ) )
2830 {
2831 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2832 }
2833 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];
2834 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];
2835 center[0] = r_center_x;
2836 center[2] = r_center_z;
2837 }
2838 }
2839
2840 void DestroyAreaDamage( string slot_name )
2841 {
2842 if (g_Game && g_Game.IsServer())
2843 {
2845 if (m_DamageTriggers.Find(slot_name, areaDamage))
2846 {
2847 if (areaDamage)
2848 {
2849 areaDamage.Destroy();
2850 }
2851
2852 m_DamageTriggers.Remove( slot_name );
2853 }
2854 }
2855 }
2856
2857 override bool IsIgnoredByConstruction()
2858 {
2859 return true;
2860 }
2861
2862 //================================================================
2863 // SOUNDS
2864 //================================================================
2865 protected void SoundBuildStart( string part_name )
2866 {
2867 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2868 }
2869
2870 protected void SoundDismantleStart( string part_name )
2871 {
2872 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2873 }
2874
2875 protected void SoundDestroyStart( string part_name )
2876 {
2877 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2878 }
2879
2880 protected string GetBuildSoundByMaterial( string part_name )
2881 {
2882 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2883
2884 switch ( material_type )
2885 {
2886 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2887 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2888 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2889 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2890 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2891 }
2892
2893 return "";
2894 }
2895
2896 protected string GetDismantleSoundByMaterial( string part_name )
2897 {
2898 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2899
2900 switch ( material_type )
2901 {
2902 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2903 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2904 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2905 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2906 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2907 }
2908
2909 return "";
2910 }
2911
2912 //misc
2913 void CheckForHybridAttachments( EntityAI item, string slot_name )
2914 {
2915 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2916 {
2917 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2918 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2919 {
2920 SetHealth(slot_name,"Health",item.GetHealth());
2921 }
2922 }
2923 }
2924
2925 override int GetDamageSystemVersionChange()
2926 {
2927 return 111;
2928 }
2929
2930 override void SetActions()
2931 {
2932 super.SetActions();
2933
2937 }
2938
2939 protected void DestroyConstructedParts()
2940 {
2941 Construction construction = GetConstruction();
2942 if (!construction)
2943 return;
2944
2945 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2946 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2947 {
2948 ConstructionPart part = constructionParts.GetElement(i);
2949 if (part && part.IsBuilt() && !part.IsUtilityPart())
2950 {
2951 construction.DestroyPartServer(null, part.GetPartName(), -1);
2952 }
2953 }
2954 }
2955
2956 protected void HandleFallingForConstructedParts()
2957 {
2958 Construction construction = GetConstruction();
2959 if (!construction)
2960 return;
2961
2962 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2963 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2964 {
2965 ConstructionPart part = constructionParts.GetElement(i);
2966 if (part && part.IsBuilt() && !part.IsUtilityPart())
2967 {
2968 construction.HandleEntityFalling(part.GetPartName());
2969 }
2970 }
2971 }
2972
2974 override void OnItemFallRebuilding()
2975 {
2976 if (!g_Game.IsServer())
2977 return;
2978
2981
2982 if (DestroyOnFall())
2983 {
2985 {
2987 }
2988 else
2989 {
2991 {
2993 }
2994 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2995 }
2996 }
2997 }
2998
3000 {
3001 if (HasAnyAttachmentsOrCargo())
3002 {
3004 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3005 }
3006 }
3007
3008 //================================================================
3009 // DEBUG
3010 //================================================================
3011
3014 {
3015 return null;
3016 }
3017
3018 override void OnDebugSpawn()
3019 {
3020 FullyBuild();
3021 }
3022
3023 void FullyBuild()
3024 {
3026 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3027
3028 Man p;
3029
3030 #ifdef SERVER
3031 array<Man> players = new array<Man>;
3032 g_Game.GetWorld().GetPlayerList(players);
3033 if (players.Count())
3034 p = players[0];
3035 #else
3036 p = g_Game.GetPlayer();
3037 #endif
3038
3039 foreach (ConstructionPart part : parts)
3040 {
3041 bool excluded = false;
3042 string partName = part.GetPartName();
3043 if (excludes)
3044 {
3045 foreach (string exclude : excludes)
3046 {
3047 if (partName.Contains(exclude))
3048 {
3049 excluded = true;
3050 break;
3051 }
3052 }
3053 }
3054
3055 if (!excluded)
3056 {
3057 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3058 }
3059 }
3060
3061 GetConstruction().UpdateVisuals();
3062 }
3063
3065 //Deprecated code playpen//
3067 [Obsolete("handled in the Construction component directly")]
3068 protected void HandleItemFalling(ConstructionPart part)
3069 {
3070 }
3071
3072 [Obsolete("handled in the Construction component directly")]
3073 protected void ItemFall(vector min, vector max)
3074 {
3075 }
3076
3077 [Obsolete("obsolete debug method")]
3078 protected void DebugCustomState()
3079 {
3080 }
3081}
3082
3083void bsbDebugPrint (string s)
3084{
3085#ifdef BSB_DEBUG
3086 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3087#else
3088 //Print("" + s); // comment/uncomment to hide/see debug logs
3089#endif
3090}
3091void bsbDebugSpam (string s)
3092{
3093#ifdef BSB_DEBUG_SPAM
3094 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3095#else
3096 //Print("" + s); // comment/uncomment to hide/see debug logs
3097#endif
3098}
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