DayZ 1.30
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◆ EEItemDetached()

override void bsbDebugPrint::EEItemDetached ( EntityAI item,
string slot_name )
protected

См. определение в файле BaseBuildingBase.c строка 1812

1814{
1815 const string ANIMATION_DEPLOYED = "Deployed";
1816
1817 float m_ConstructionKitHealth; //stored health value for used construction kit
1818
1819 bool m_HasBase;
1820 //variables for synchronization of base building parts (2x31 is the current limit)
1821 int m_SyncParts01; //synchronization for already built parts (31 parts)
1822 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1823 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1824 int m_InteractedPartId; //construction part id that an action was performed on
1825 int m_PerformedActionId; //action id that was performed on a construction part
1826 protected ref ConstructionBasic m_Construction;
1827
1828 //Sounds
1829 //build
1830 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1831 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1832 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1833 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1834 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1835 //dismantle
1836 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1837 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1838 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1839 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1840 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1841
1842 protected EffectSound m_Sound;
1843
1847
1848 // Constructor
1849 void BaseBuildingBase()
1850 {
1852
1853 //synchronized variables
1854 RegisterNetSyncVariableInt( "m_SyncParts01" );
1855 RegisterNetSyncVariableInt( "m_SyncParts02" );
1856 RegisterNetSyncVariableInt( "m_SyncParts03" );
1857 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1858 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1859 RegisterNetSyncVariableBool( "m_HasBase" );
1860
1861 //Construction init
1862 ConstructionInit();
1863
1864 if (ConfigIsExisting("hybridAttachments"))
1865 {
1867 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1868 }
1869 if (ConfigIsExisting("mountables"))
1870 {
1872 ConfigGetTextArray("mountables", m_Mountables);
1873 }
1874
1875 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1876 SetAllowDamage(true);
1877 }
1878
1879 override string GetInvulnerabilityTypeString()
1880 {
1881 return "disableBaseDamage";
1882 }
1883
1884 override bool CanObstruct()
1885 {
1886 return true;
1887 }
1888
1889 override int GetHideIconMask()
1890 {
1891 return EInventoryIconVisibility.HIDE_VICINITY;
1892 }
1893
1894 override void InitItemSounds()
1895 {
1896 super.InitItemSounds();
1897
1899 SoundParameters params = new SoundParameters();
1900 params.m_Loop = true;
1901
1902 if (GetFoldSoundset() != string.Empty)
1903 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1904 if (GetLoopFoldSoundset() != string.Empty)
1905 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1906 }
1907
1908 override string GetFoldSoundset()
1909 {
1910 return "putDown_FenceKit_SoundSet";
1911 }
1912
1913 override string GetLoopFoldSoundset()
1914 {
1915 return "Shelter_Site_Build_Loop_SoundSet";
1916 }
1917
1918 // --- SYNCHRONIZATION
1920 {
1921 if ( g_Game.IsServer() )
1922 {
1923 SetSynchDirty();
1924 }
1925 }
1926
1927 override void OnVariablesSynchronized()
1928 {
1929 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1930 super.OnVariablesSynchronized();
1931
1932 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1933 }
1934
1935 protected void OnSynchronizedClient()
1936 {
1937 //update parts
1939
1940 //update action on part
1942
1943 //update visuals (client)
1944 UpdateVisuals();
1945 }
1946
1947 //parts synchronization
1948 void RegisterPartForSync( int part_id )
1949 {
1950 //part_id must starts from index = 1
1951 int offset;
1952 int mask;
1953
1954 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1955 {
1956 offset = part_id - 1;
1957 mask = 1 << offset;
1958
1959 m_SyncParts01 = m_SyncParts01 | mask;
1960 }
1961 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1962 {
1963 offset = ( part_id % 32 );
1964 mask = 1 << offset;
1965
1966 m_SyncParts02 = m_SyncParts02 | mask;
1967 }
1968 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1969 {
1970 offset = ( part_id % 63 );
1971 mask = 1 << offset;
1972
1973 m_SyncParts03 = m_SyncParts03 | mask;
1974 }
1975 }
1976
1977 void UnregisterPartForSync( int part_id )
1978 {
1979 //part_id must starts from index = 1
1980 int offset;
1981 int mask;
1982
1983 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1984 {
1985 offset = part_id - 1;
1986 mask = 1 << offset;
1987
1988 m_SyncParts01 = m_SyncParts01 & ~mask;
1989 }
1990 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1991 {
1992 offset = ( part_id % 32 );
1993 mask = 1 << offset;
1994
1995 m_SyncParts02 = m_SyncParts02 & ~mask;
1996 }
1997 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1998 {
1999 offset = ( part_id % 63 );
2000 mask = 1 << offset;
2001
2002 m_SyncParts03 = m_SyncParts03 & ~mask;
2003 }
2004 }
2005
2006 bool IsPartBuildInSyncData( int part_id )
2007 {
2008 //part_id must starts from index = 1
2009 int offset;
2010 int mask;
2011
2012 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2013 {
2014 offset = part_id - 1;
2015 mask = 1 << offset;
2016
2017 if ( ( m_SyncParts01 & mask ) > 0 )
2018 {
2019 return true;
2020 }
2021 }
2022 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2023 {
2024 offset = ( part_id % 32 );
2025 mask = 1 << offset;
2026
2027 if ( ( m_SyncParts02 & mask ) > 0 )
2028 {
2029 return true;
2030 }
2031 }
2032 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2033 {
2034 offset = ( part_id % 63 );
2035 mask = 1 << offset;
2036
2037 if ( ( m_SyncParts03 & mask ) > 0 )
2038 {
2039 return true;
2040 }
2041 }
2042
2043 return false;
2044 }
2045
2046 protected void RegisterActionForSync( int part_id, int action_id )
2047 {
2048 m_InteractedPartId = part_id;
2049 m_PerformedActionId = action_id;
2050 }
2051
2052 protected void ResetActionSyncData()
2053 {
2054 //reset data
2055 m_InteractedPartId = -1;
2057 }
2058
2059 protected void SetActionFromSyncData()
2060 {
2061 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2062 {
2064 int build_action_id = m_PerformedActionId;
2065
2066 switch( build_action_id )
2067 {
2068 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2069 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2070 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2071 }
2072 }
2073 }
2074 //------
2075
2077 {
2078 string key = part.GetPartName();
2079 bool is_base = part.IsBase();
2080 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2081 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2082 if ( is_part_built_sync )
2083 {
2084 if ( !part.IsBuilt() )
2085 {
2086 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2087 GetConstruction().AddToConstructedParts( key );
2088 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2089
2090 if (is_base)
2091 {
2093 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2094 }
2095 }
2096 }
2097 else
2098 {
2099 if ( part.IsBuilt() )
2100 {
2101 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2102 GetConstruction().RemoveFromConstructedParts( key );
2103 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2104
2105 if (is_base)
2106 {
2108 AddProxyPhysics( ANIMATION_DEPLOYED );
2109 }
2110 }
2111 }
2112
2113 //check slot lock for material attachments
2114 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2115 }
2116
2117 //set construction parts based on synchronized data
2119 {
2120 Construction construction = GetConstruction();
2121 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2122
2123 for ( int i = 0; i < construction_parts.Count(); ++i )
2124 {
2125 string key = construction_parts.GetKey( i );
2126 ConstructionPart value = construction_parts.Get( key );
2127 SetPartFromSyncData(value);
2128 }
2129
2130 //regenerate navmesh
2131 UpdateNavmesh();
2132 }
2133
2134 protected ConstructionPart GetConstructionPartById( int id )
2135 {
2136 Construction construction = GetConstruction();
2137 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2138
2139 for ( int i = 0; i < construction_parts.Count(); ++i )
2140 {
2141 string key = construction_parts.GetKey( i );
2142 ConstructionPart value = construction_parts.Get( key );
2143
2144 if ( value.GetId() == id )
2145 {
2146 return value;
2147 }
2148 }
2149
2150 return NULL;
2151 }
2152 //
2153
2154 //Base
2155 bool HasBase()
2156 {
2157 return m_HasBase;
2158 }
2159
2160 void SetBaseState( bool has_base )
2161 {
2162 m_HasBase = has_base;
2163 }
2164
2165 override bool IsDeployable()
2166 {
2167 return true;
2168 }
2169
2170 bool IsOpened()
2171 {
2172 return false;
2173 }
2174
2175 //--- CONSTRUCTION KIT
2177 {
2178 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2179 if ( m_ConstructionKitHealth > 0 )
2180 {
2181 construction_kit.SetHealth( m_ConstructionKitHealth );
2182 }
2183
2184 return construction_kit;
2185 }
2186
2187 void CreateConstructionKitInHands(notnull PlayerBase player)
2188 {
2189 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2190 if ( m_ConstructionKitHealth > 0 )
2191 {
2192 construction_kit.SetHealth( m_ConstructionKitHealth );
2193 }
2194 }
2195
2196 protected vector GetKitSpawnPosition()
2197 {
2198 return GetPosition();
2199 }
2200
2201 protected string GetConstructionKitType()
2202 {
2203 return "";
2204 }
2205
2206 void DestroyConstructionKit( ItemBase construction_kit )
2207 {
2208 m_ConstructionKitHealth = construction_kit.GetHealth();
2209 g_Game.ObjectDelete( construction_kit );
2210 }
2211
2212 //--- CONSTRUCTION
2213 void DestroyConstruction()
2214 {
2215 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2216 g_Game.ObjectDelete( this );
2217 }
2218
2219 // --- EVENTS
2220 override void EEDelete(EntityAI parent)
2221 {
2222 super.EEDelete(parent);
2223
2224 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2225 {
2226 areaDamage.Destroy();
2227 }
2228
2229 }
2230
2231 override void OnStoreSave( ParamsWriteContext ctx )
2232 {
2233 super.OnStoreSave( ctx );
2234
2235 //sync parts 01
2236 ctx.Write( m_SyncParts01 );
2237 ctx.Write( m_SyncParts02 );
2238 ctx.Write( m_SyncParts03 );
2239
2240 ctx.Write( m_HasBase );
2241 }
2242
2243 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2244 {
2245 if ( !super.OnStoreLoad( ctx, version ) )
2246 return false;
2247
2248 //--- Base building data ---
2249 //Restore synced parts data
2250 if ( !ctx.Read( m_SyncParts01 ) )
2251 {
2252 m_SyncParts01 = 0; //set default
2253 return false;
2254 }
2255 if ( !ctx.Read( m_SyncParts02 ) )
2256 {
2257 m_SyncParts02 = 0; //set default
2258 return false;
2259 }
2260 if ( !ctx.Read( m_SyncParts03 ) )
2261 {
2262 m_SyncParts03 = 0; //set default
2263 return false;
2264 }
2265
2266 //has base
2267 if ( !ctx.Read( m_HasBase ) )
2268 {
2269 m_HasBase = false;
2270 return false;
2271 }
2272 //---
2273
2274 return true;
2275 }
2276
2277 override void AfterStoreLoad()
2278 {
2279 super.AfterStoreLoad();
2280
2282 {
2284 }
2285 }
2286
2288 {
2289 //update server data
2291
2292 //set base state
2293 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2294 SetBaseState( part.IsBuilt() ) ;
2295
2296 //synchronize after load
2298 }
2299
2300 override void OnCreatePhysics()
2301 {
2302 super.OnCreatePhysics();
2303
2304 ConstructionInit();
2306 }
2307
2308 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2309 {
2311 return;
2312
2313 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2314 }
2315
2316 override void EEOnAfterLoad()
2317 {
2319 {
2320 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2321 }
2322
2323 super.EEOnAfterLoad();
2324 }
2325
2326 override void EEItemAttached( EntityAI item, string slot_name )
2327 {
2328 super.EEItemAttached( item, slot_name );
2329
2330 CheckForHybridAttachments( item, slot_name );
2331 UpdateVisuals();
2332 UpdateAttachmentPhysics( slot_name, false );
2333 }
2334
2335 override void EEItemDetached( EntityAI item, string slot_name )
2336 {
2337 super.EEItemDetached( item, slot_name );
2338
2339 UpdateVisuals();
2340 UpdateAttachmentPhysics( slot_name, false );
2341 }
2342
2343 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2344 {
2345 string slot_name = InventorySlots.GetSlotName( slotId );
2346 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2347
2348 UpdateAttachmentVisuals( slot_name, locked );
2349 UpdateAttachmentPhysics( slot_name, locked );
2350 }
2351
2352 //ignore out of reach condition
2353 override bool IgnoreOutOfReachCondition()
2354 {
2355 return true;
2356 }
2357
2358 //CONSTRUCTION EVENTS
2359 //Build
2360 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2361 {
2362 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2363
2364 //check base state
2365 if (construtionPart.IsBase())
2366 {
2367 SetBaseState(true);
2368
2369 //spawn kit
2371 }
2372
2373 //register constructed parts for synchronization
2374 RegisterPartForSync(construtionPart.GetId());
2375
2376 //register action that was performed on part
2377 RegisterActionForSync(construtionPart.GetId(), action_id);
2378
2379 //synchronize
2381
2382 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2383
2384 UpdateNavmesh();
2385
2386 //update visuals
2387 UpdateVisuals();
2388
2389 //reset action sync data
2390 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2391 }
2392
2393 void OnPartBuiltClient(string part_name, int action_id)
2394 {
2395 //play sound
2396 SoundBuildStart( part_name );
2397 }
2398
2399 //Dismantle
2400 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2401 {
2402 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2403 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2404
2405 //register constructed parts for synchronization
2406 UnregisterPartForSync(construtionPart.GetId());
2407
2408 //register action that was performed on part
2409 RegisterActionForSync(construtionPart.GetId(), action_id);
2410
2411 //synchronize
2413
2414 // server part of sync, client will be synced from SetPartsFromSyncData
2415 SetPartFromSyncData(construtionPart);
2416
2417 UpdateNavmesh();
2418
2419 //update visuals
2420 UpdateVisuals();
2421
2422 //reset action sync data
2423 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2424
2425 //check base state
2426 if (construtionPart.IsBase())
2427 {
2428 //Destroy construction
2429 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2430 }
2431 }
2432
2433 void OnPartDismantledClient( string part_name, int action_id )
2434 {
2435 //play sound
2436 SoundDismantleStart( part_name );
2437 }
2438
2439 //Destroy
2440 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2441 {
2442 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2443 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2444
2445 //register constructed parts for synchronization
2446 UnregisterPartForSync(construtionPart.GetId());
2447
2448 //register action that was performed on part
2449 RegisterActionForSync(construtionPart.GetId(), action_id);
2450
2451 //synchronize
2453
2454 // server part of sync, client will be synced from SetPartsFromSyncData
2455 SetPartFromSyncData(construtionPart);
2456
2457 UpdateNavmesh();
2458
2459 //update visuals
2460 UpdateVisuals();
2461
2462 //reset action sync data
2463 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2464
2465 //check base state
2466 if (construtionPart.IsBase())
2467 {
2468 //Destroy construction
2469 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2470 }
2471 }
2472
2473 void OnPartDestroyedClient( string part_name, int action_id )
2474 {
2475 //play sound
2476 SoundDestroyStart( part_name );
2477 }
2478
2479 // --- UPDATE
2480 void InitBaseState()
2481 {
2482 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2483
2484 InitVisuals();
2485 UpdateNavmesh(); //regenerate navmesh
2486 }
2487
2488 void InitVisuals()
2489 {
2490 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2491 //check base
2492 if ( !HasBase() )
2493 {
2494 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2495 }
2496 else
2497 {
2498 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2499 }
2500
2501 GetConstruction().InitVisuals();
2502 }
2503
2504 void UpdateVisuals()
2505 {
2506 array<string> attachmentSlots = new array<string>;
2507
2508 GetAttachmentSlots(this, attachmentSlots);
2509 foreach (string slotName : attachmentSlots)
2510 {
2512 }
2513
2514 //check base
2515 if (!HasBase())
2516 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2517 else
2518 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2519
2520 GetConstruction().UpdateVisuals();
2521 }
2522
2523 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2524 {
2525 string slotNameMounted = slot_name + "_Mounted";
2526 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2527
2528 if (attachment)
2529 {
2530 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2531 if (barbedWire && barbedWire.IsMounted())
2532 CreateAreaDamage(slotNameMounted);
2533 else
2534 DestroyAreaDamage(slotNameMounted);
2535
2536 if (is_locked)
2537 {
2538 SetAnimationPhase(slotNameMounted, 0);
2539 SetAnimationPhase(slot_name, 1);
2540 }
2541 else
2542 {
2543 SetAnimationPhase(slotNameMounted, 1);
2544 SetAnimationPhase(slot_name, 0);
2545 }
2546 }
2547 else
2548 {
2549 SetAnimationPhase(slotNameMounted, 1);
2550 SetAnimationPhase(slot_name, 1);
2551
2552 DestroyAreaDamage(slotNameMounted);
2553 }
2554 }
2555
2556 // avoid calling this function on frequent occasions, it's a massive performance hit
2557 void UpdatePhysics()
2558 {
2560 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2561
2562 array<string> attachmentSlots = new array<string>;
2563 GetAttachmentSlots(this, attachmentSlots);
2564
2566 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2567
2568 foreach (string slotName : attachmentSlots)
2569 {
2571 }
2572
2573 //check base
2574 if (!HasBase())
2575 {
2577 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2578
2579 AddProxyPhysics(ANIMATION_DEPLOYED);
2580 }
2581 else
2582 {
2584 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2585
2586 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2587 }
2588
2589 GetConstruction().UpdatePhysics();
2590 UpdateNavmesh();
2591 }
2592
2593 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2594 {
2595 //checks for invalid appends; hotfix
2596 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2597 return;
2598 //----------------------------------
2599 string slot_name_mounted = slot_name + "_Mounted";
2600 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2601
2602 //remove proxy physics
2603 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2604 RemoveProxyPhysics( slot_name_mounted );
2605 RemoveProxyPhysics( slot_name );
2606
2607 if ( attachment )
2608 {
2609 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2610 if ( is_locked )
2611 {
2612 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2613 AddProxyPhysics( slot_name_mounted );
2614 }
2615 else
2616 {
2617 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2618 AddProxyPhysics( slot_name );
2619 }
2620 }
2621 }
2622
2623 protected void UpdateNavmesh()
2624 {
2625 SetAffectPathgraph( true, false );
2626 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2627 }
2628
2629 override bool CanUseConstruction()
2630 {
2631 return true;
2632 }
2633
2634 override bool CanUseConstructionBuild()
2635 {
2636 return true;
2637 }
2638
2639 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2640 {
2641 if ( attachment )
2642 {
2643 InventoryLocation inventory_location = new InventoryLocation;
2644 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2645
2646 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2647 }
2648
2649 return false;
2650 }
2651
2652 protected bool IsAttachmentSlotLocked( string slot_name )
2653 {
2654 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2655 }
2656
2657 //--- ATTACHMENT SLOTS
2658 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2659 {
2660 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2661 if ( g_Game.ConfigIsExisting( config_path ) )
2662 {
2663 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2664 }
2665 }
2666
2667 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2668 {
2669 return true;
2670 }
2671
2672 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2673 {
2674 return true;
2675 }
2676
2677 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2678 {
2679 return true;
2680 }
2681
2682 // --- INIT
2684 {
2685 m_Construction = new Construction(this);
2686 return m_Construction;
2687 }
2688
2690 {
2691 return m_Construction;
2692 }
2693
2695 {
2696 return Construction.Cast(m_Construction);
2697 }
2698
2700 {
2701 int attachment_count = GetInventory().AttachmentCount();
2702 if ( attachment_count > 0 )
2703 {
2704 if ( HasBase() && attachment_count == 1 )
2705 {
2706 return false;
2707 }
2708
2709 return true;
2710 }
2711
2712 return false;
2713 }
2714
2715 override bool ShowZonesHealth()
2716 {
2717 return true;
2718 }
2719
2720 override bool IsTakeable()
2721 {
2722 return false;
2723 }
2724
2725 //this into/outo parent.Cargo
2726 override bool CanPutInCargo( EntityAI parent )
2727 {
2728 return false;
2729 }
2730
2731 override bool CanRemoveFromCargo( EntityAI parent )
2732 {
2733 return false;
2734 }
2735
2736 //hands
2737 override bool CanPutIntoHands( EntityAI parent )
2738 {
2739 return false;
2740 }
2741
2742 //--- ACTION CONDITIONS
2743 //direction
2744 override bool IsFacingPlayer( PlayerBase player, string selection )
2745 {
2746 return true;
2747 }
2748
2749 override bool IsPlayerInside( PlayerBase player, string selection )
2750 {
2751 return true;
2752 }
2753
2756 {
2757 return false;
2758 }
2759
2760 //roof check
2761 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2762 {
2763 return false;
2764 }
2765
2766 //selection->player distance check
2767 bool HasProperDistance( string selection, PlayerBase player )
2768 {
2769 return true;
2770 }
2771
2772 //folding
2774 {
2775 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2776 {
2777 return false;
2778 }
2779
2780 return true;
2781 }
2782
2784 {
2787
2788 return item;
2789 }
2790
2791 //Damage triggers (barbed wire)
2792 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2793 {
2794 if ( g_Game && g_Game.IsServer() )
2795 {
2796 //destroy area damage if some already exists
2797 DestroyAreaDamage( slot_name );
2798
2799 //create new area damage
2801 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2802
2803 vector min_max[2];
2804 if ( MemoryPointExists( slot_name + "_min" ) )
2805 {
2806 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2807 }
2808 if ( MemoryPointExists( slot_name + "_max" ) )
2809 {
2810 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2811 }
2812
2813 //get proper trigger extents (min<max)
2814 vector extents[2];
2815 GetConstruction().GetTriggerExtents( min_max, extents );
2816
2817 //get box center
2818 vector center;
2819 center = GetConstruction().GetBoxCenter( min_max );
2820 center = ModelToWorld( center );
2821
2822 //rotate center if needed
2824 CalcDamageAreaRotation( rotation_angle, center, orientation );
2825
2826 areaDamage.SetExtents( extents[0], extents[1] );
2827 areaDamage.SetAreaPosition( center );
2828 areaDamage.SetAreaOrientation( orientation );
2829 areaDamage.SetLoopInterval( 1.0 );
2830 areaDamage.SetDeferDuration( 0.2 );
2831 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2832 areaDamage.SetAmmoName( "BarbedWireHit" );
2833 areaDamage.Spawn();
2834
2835 m_DamageTriggers.Insert( slot_name, areaDamage );
2836 }
2837 }
2838
2839 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2840 {
2841 if ( angle_deg != 0 )
2842 {
2843 //orientation
2844 orientation[0] = orientation[0] - angle_deg;
2845
2846 //center
2847 vector rotate_axis;
2848 if ( MemoryPointExists( "rotate_axis" ) )
2849 {
2850 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2851 }
2852 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];
2853 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];
2854 center[0] = r_center_x;
2855 center[2] = r_center_z;
2856 }
2857 }
2858
2859 void DestroyAreaDamage( string slot_name )
2860 {
2861 if (g_Game && g_Game.IsServer())
2862 {
2864 if (m_DamageTriggers.Find(slot_name, areaDamage))
2865 {
2866 if (areaDamage)
2867 {
2868 areaDamage.Destroy();
2869 }
2870
2871 m_DamageTriggers.Remove( slot_name );
2872 }
2873 }
2874 }
2875
2876 override bool IsIgnoredByConstruction()
2877 {
2878 return true;
2879 }
2880
2881 //================================================================
2882 // SOUNDS
2883 //================================================================
2884 protected void SoundBuildStart( string part_name )
2885 {
2886 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2887 }
2888
2889 protected void SoundDismantleStart( string part_name )
2890 {
2891 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2892 }
2893
2894 protected void SoundDestroyStart( string part_name )
2895 {
2896 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2897 }
2898
2899 protected string GetBuildSoundByMaterial( string part_name )
2900 {
2901 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2902
2903 switch ( material_type )
2904 {
2905 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2906 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2907 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2908 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2909 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2910 }
2911
2912 return "";
2913 }
2914
2915 protected string GetDismantleSoundByMaterial( string part_name )
2916 {
2917 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2918
2919 switch ( material_type )
2920 {
2921 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2922 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2923 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2924 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2925 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2926 }
2927
2928 return "";
2929 }
2930
2931 //misc
2932 void CheckForHybridAttachments( EntityAI item, string slot_name )
2933 {
2934 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2935 {
2936 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2937 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2938 {
2939 SetHealth(slot_name,"Health",item.GetHealth());
2940 }
2941 }
2942 }
2943
2944 override int GetDamageSystemVersionChange()
2945 {
2946 return 111;
2947 }
2948
2949 override void SetActions()
2950 {
2951 super.SetActions();
2952
2956 }
2957
2958 protected void DestroyConstructedParts()
2959 {
2960 Construction construction = GetConstruction();
2961 if (!construction)
2962 return;
2963
2964 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2965 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2966 {
2967 ConstructionPart part = constructionParts.GetElement(i);
2968 if (part && part.IsBuilt() && !part.IsUtilityPart())
2969 {
2970 construction.DestroyPartServer(null, part.GetPartName(), -1);
2971 }
2972 }
2973 }
2974
2975 protected void HandleFallingForConstructedParts()
2976 {
2977 Construction construction = GetConstruction();
2978 if (!construction)
2979 return;
2980
2981 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2982 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2983 {
2984 ConstructionPart part = constructionParts.GetElement(i);
2985 if (part && part.IsBuilt() && !part.IsUtilityPart())
2986 {
2987 construction.HandleEntityFalling(part.GetPartName());
2988 }
2989 }
2990 }
2991
2993 override void OnItemFallRebuilding()
2994 {
2995 if (!g_Game.IsServer())
2996 return;
2997
3000
3001 if (DestroyOnFall())
3002 {
3004 {
3006 }
3007 else
3008 {
3010 {
3012 }
3013 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3014 }
3015 }
3016 }
3017
3019 {
3020 if (HasAnyAttachmentsOrCargo())
3021 {
3023 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3024 }
3025 }
3026
3027 //================================================================
3028 // DEBUG
3029 //================================================================
3030
3033 {
3034 return null;
3035 }
3036
3037 override void OnDebugSpawn()
3038 {
3039 FullyBuild();
3040 }
3041
3042 void FullyBuild()
3043 {
3045 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3046
3047 Man p;
3048
3049 #ifdef SERVER
3050 array<Man> players = new array<Man>;
3051 g_Game.GetWorld().GetPlayerList(players);
3052 if (players.Count())
3053 p = players[0];
3054 #else
3055 p = g_Game.GetPlayer();
3056 #endif
3057
3058 foreach (ConstructionPart part : parts)
3059 {
3060 bool excluded = false;
3061 string partName = part.GetPartName();
3062 if (excludes)
3063 {
3064 foreach (string exclude : excludes)
3065 {
3066 if (partName.Contains(exclude))
3067 {
3068 excluded = true;
3069 break;
3070 }
3071 }
3072 }
3073
3074 if (!excluded)
3075 {
3076 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3077 }
3078 }
3079
3080 GetConstruction().UpdateVisuals();
3081 }
3082
3084 //Deprecated code playpen//
3086 [Obsolete("handled in the Construction component directly")]
3087 protected void HandleItemFalling(ConstructionPart part)
3088 {
3089 }
3090
3091 [Obsolete("handled in the Construction component directly")]
3092 protected void ItemFall(vector min, vector max)
3093 {
3094 }
3095
3096 [Obsolete("obsolete debug method")]
3097 protected void DebugCustomState()
3098 {
3099 }
3100}
3101
3102void bsbDebugPrint (string s)
3103{
3104#ifdef BSB_DEBUG
3105 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3106#else
3107 //Print("" + s); // comment/uncomment to hide/see debug logs
3108#endif
3109}
3110void bsbDebugSpam (string s)
3111{
3112#ifdef BSB_DEBUG_SPAM
3113 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3114#else
3115 //Print("" + s); // comment/uncomment to hide/see debug logs
3116#endif
3117}
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