DayZ 1.30
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◆ GetKitSpawnPosition()

vector bsbDebugPrint::GetKitSpawnPosition ( )
protected

См. определение в файле BaseBuildingBase.c строка 1673

1675{
1676 const string ANIMATION_DEPLOYED = "Deployed";
1677
1678 float m_ConstructionKitHealth; //stored health value for used construction kit
1679
1680 bool m_HasBase;
1681 //variables for synchronization of base building parts (2x31 is the current limit)
1682 int m_SyncParts01; //synchronization for already built parts (31 parts)
1683 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1684 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1685 int m_InteractedPartId; //construction part id that an action was performed on
1686 int m_PerformedActionId; //action id that was performed on a construction part
1687 protected ref ConstructionBasic m_Construction;
1688
1689 //Sounds
1690 //build
1691 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1692 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1693 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1694 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1695 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1696 //dismantle
1697 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1698 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1699 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1700 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1701 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1702
1703 protected EffectSound m_Sound;
1704
1708
1709 // Constructor
1710 void BaseBuildingBase()
1711 {
1713
1714 //synchronized variables
1715 RegisterNetSyncVariableInt( "m_SyncParts01" );
1716 RegisterNetSyncVariableInt( "m_SyncParts02" );
1717 RegisterNetSyncVariableInt( "m_SyncParts03" );
1718 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1719 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1720 RegisterNetSyncVariableBool( "m_HasBase" );
1721
1722 //Construction init
1723 ConstructionInit();
1724
1725 if (ConfigIsExisting("hybridAttachments"))
1726 {
1728 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1729 }
1730 if (ConfigIsExisting("mountables"))
1731 {
1733 ConfigGetTextArray("mountables", m_Mountables);
1734 }
1735
1736 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1737 SetAllowDamage(true);
1738 }
1739
1740 override string GetInvulnerabilityTypeString()
1741 {
1742 return "disableBaseDamage";
1743 }
1744
1745 override bool CanObstruct()
1746 {
1747 return true;
1748 }
1749
1750 override int GetHideIconMask()
1751 {
1752 return EInventoryIconVisibility.HIDE_VICINITY;
1753 }
1754
1755 override void InitItemSounds()
1756 {
1757 super.InitItemSounds();
1758
1760 SoundParameters params = new SoundParameters();
1761 params.m_Loop = true;
1762
1763 if (GetFoldSoundset() != string.Empty)
1764 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1765 if (GetLoopFoldSoundset() != string.Empty)
1766 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1767 }
1768
1769 override string GetFoldSoundset()
1770 {
1771 return "putDown_FenceKit_SoundSet";
1772 }
1773
1774 override string GetLoopFoldSoundset()
1775 {
1776 return "Shelter_Site_Build_Loop_SoundSet";
1777 }
1778
1779 // --- SYNCHRONIZATION
1781 {
1782 if ( g_Game.IsServer() )
1783 {
1784 SetSynchDirty();
1785 }
1786 }
1787
1788 override void OnVariablesSynchronized()
1789 {
1790 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1791 super.OnVariablesSynchronized();
1792
1793 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1794 }
1795
1796 protected void OnSynchronizedClient()
1797 {
1798 //update parts
1800
1801 //update action on part
1803
1804 //update visuals (client)
1805 UpdateVisuals();
1806 }
1807
1808 //parts synchronization
1809 void RegisterPartForSync( int part_id )
1810 {
1811 //part_id must starts from index = 1
1812 int offset;
1813 int mask;
1814
1815 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1816 {
1817 offset = part_id - 1;
1818 mask = 1 << offset;
1819
1820 m_SyncParts01 = m_SyncParts01 | mask;
1821 }
1822 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1823 {
1824 offset = ( part_id % 32 );
1825 mask = 1 << offset;
1826
1827 m_SyncParts02 = m_SyncParts02 | mask;
1828 }
1829 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1830 {
1831 offset = ( part_id % 63 );
1832 mask = 1 << offset;
1833
1834 m_SyncParts03 = m_SyncParts03 | mask;
1835 }
1836 }
1837
1838 void UnregisterPartForSync( int part_id )
1839 {
1840 //part_id must starts from index = 1
1841 int offset;
1842 int mask;
1843
1844 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1845 {
1846 offset = part_id - 1;
1847 mask = 1 << offset;
1848
1849 m_SyncParts01 = m_SyncParts01 & ~mask;
1850 }
1851 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1852 {
1853 offset = ( part_id % 32 );
1854 mask = 1 << offset;
1855
1856 m_SyncParts02 = m_SyncParts02 & ~mask;
1857 }
1858 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1859 {
1860 offset = ( part_id % 63 );
1861 mask = 1 << offset;
1862
1863 m_SyncParts03 = m_SyncParts03 & ~mask;
1864 }
1865 }
1866
1867 bool IsPartBuildInSyncData( int part_id )
1868 {
1869 //part_id must starts from index = 1
1870 int offset;
1871 int mask;
1872
1873 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1874 {
1875 offset = part_id - 1;
1876 mask = 1 << offset;
1877
1878 if ( ( m_SyncParts01 & mask ) > 0 )
1879 {
1880 return true;
1881 }
1882 }
1883 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1884 {
1885 offset = ( part_id % 32 );
1886 mask = 1 << offset;
1887
1888 if ( ( m_SyncParts02 & mask ) > 0 )
1889 {
1890 return true;
1891 }
1892 }
1893 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1894 {
1895 offset = ( part_id % 63 );
1896 mask = 1 << offset;
1897
1898 if ( ( m_SyncParts03 & mask ) > 0 )
1899 {
1900 return true;
1901 }
1902 }
1903
1904 return false;
1905 }
1906
1907 protected void RegisterActionForSync( int part_id, int action_id )
1908 {
1909 m_InteractedPartId = part_id;
1910 m_PerformedActionId = action_id;
1911 }
1912
1913 protected void ResetActionSyncData()
1914 {
1915 //reset data
1916 m_InteractedPartId = -1;
1918 }
1919
1920 protected void SetActionFromSyncData()
1921 {
1922 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1923 {
1925 int build_action_id = m_PerformedActionId;
1926
1927 switch( build_action_id )
1928 {
1929 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1930 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1931 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1932 }
1933 }
1934 }
1935 //------
1936
1938 {
1939 string key = part.GetPartName();
1940 bool is_base = part.IsBase();
1941 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1942 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1943 if ( is_part_built_sync )
1944 {
1945 if ( !part.IsBuilt() )
1946 {
1947 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1948 GetConstruction().AddToConstructedParts( key );
1949 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1950
1951 if (is_base)
1952 {
1954 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1955 }
1956 }
1957 }
1958 else
1959 {
1960 if ( part.IsBuilt() )
1961 {
1962 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1963 GetConstruction().RemoveFromConstructedParts( key );
1964 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1965
1966 if (is_base)
1967 {
1969 AddProxyPhysics( ANIMATION_DEPLOYED );
1970 }
1971 }
1972 }
1973
1974 //check slot lock for material attachments
1975 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1976 }
1977
1978 //set construction parts based on synchronized data
1980 {
1981 Construction construction = GetConstruction();
1982 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1983
1984 for ( int i = 0; i < construction_parts.Count(); ++i )
1985 {
1986 string key = construction_parts.GetKey( i );
1987 ConstructionPart value = construction_parts.Get( key );
1988 SetPartFromSyncData(value);
1989 }
1990
1991 //regenerate navmesh
1992 UpdateNavmesh();
1993 }
1994
1995 protected ConstructionPart GetConstructionPartById( int id )
1996 {
1997 Construction construction = GetConstruction();
1998 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1999
2000 for ( int i = 0; i < construction_parts.Count(); ++i )
2001 {
2002 string key = construction_parts.GetKey( i );
2003 ConstructionPart value = construction_parts.Get( key );
2004
2005 if ( value.GetId() == id )
2006 {
2007 return value;
2008 }
2009 }
2010
2011 return NULL;
2012 }
2013 //
2014
2015 //Base
2016 bool HasBase()
2017 {
2018 return m_HasBase;
2019 }
2020
2021 void SetBaseState( bool has_base )
2022 {
2023 m_HasBase = has_base;
2024 }
2025
2026 override bool IsDeployable()
2027 {
2028 return true;
2029 }
2030
2031 bool IsOpened()
2032 {
2033 return false;
2034 }
2035
2036 //--- CONSTRUCTION KIT
2038 {
2039 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2040 if ( m_ConstructionKitHealth > 0 )
2041 {
2042 construction_kit.SetHealth( m_ConstructionKitHealth );
2043 }
2044
2045 return construction_kit;
2046 }
2047
2048 void CreateConstructionKitInHands(notnull PlayerBase player)
2049 {
2050 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2051 if ( m_ConstructionKitHealth > 0 )
2052 {
2053 construction_kit.SetHealth( m_ConstructionKitHealth );
2054 }
2055 }
2056
2057 protected vector GetKitSpawnPosition()
2058 {
2059 return GetPosition();
2060 }
2061
2062 protected string GetConstructionKitType()
2063 {
2064 return "";
2065 }
2066
2067 void DestroyConstructionKit( ItemBase construction_kit )
2068 {
2069 m_ConstructionKitHealth = construction_kit.GetHealth();
2070 g_Game.ObjectDelete( construction_kit );
2071 }
2072
2073 //--- CONSTRUCTION
2074 void DestroyConstruction()
2075 {
2076 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2077 g_Game.ObjectDelete( this );
2078 }
2079
2080 // --- EVENTS
2081 override void EEDelete(EntityAI parent)
2082 {
2083 super.EEDelete(parent);
2084
2085 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2086 {
2087 areaDamage.Destroy();
2088 }
2089
2090 }
2091
2092 override void OnStoreSave( ParamsWriteContext ctx )
2093 {
2094 super.OnStoreSave( ctx );
2095
2096 //sync parts 01
2097 ctx.Write( m_SyncParts01 );
2098 ctx.Write( m_SyncParts02 );
2099 ctx.Write( m_SyncParts03 );
2100
2101 ctx.Write( m_HasBase );
2102 }
2103
2104 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2105 {
2106 if ( !super.OnStoreLoad( ctx, version ) )
2107 return false;
2108
2109 //--- Base building data ---
2110 //Restore synced parts data
2111 if ( !ctx.Read( m_SyncParts01 ) )
2112 {
2113 m_SyncParts01 = 0; //set default
2114 return false;
2115 }
2116 if ( !ctx.Read( m_SyncParts02 ) )
2117 {
2118 m_SyncParts02 = 0; //set default
2119 return false;
2120 }
2121 if ( !ctx.Read( m_SyncParts03 ) )
2122 {
2123 m_SyncParts03 = 0; //set default
2124 return false;
2125 }
2126
2127 //has base
2128 if ( !ctx.Read( m_HasBase ) )
2129 {
2130 m_HasBase = false;
2131 return false;
2132 }
2133 //---
2134
2135 return true;
2136 }
2137
2138 override void AfterStoreLoad()
2139 {
2140 super.AfterStoreLoad();
2141
2143 {
2145 }
2146 }
2147
2149 {
2150 //update server data
2152
2153 //set base state
2154 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2155 SetBaseState( part.IsBuilt() ) ;
2156
2157 //synchronize after load
2159 }
2160
2161 override void OnCreatePhysics()
2162 {
2163 super.OnCreatePhysics();
2164
2165 ConstructionInit();
2167 }
2168
2169 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2170 {
2172 return;
2173
2174 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2175 }
2176
2177 override void EEOnAfterLoad()
2178 {
2180 {
2181 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2182 }
2183
2184 super.EEOnAfterLoad();
2185 }
2186
2187 override void EEItemAttached( EntityAI item, string slot_name )
2188 {
2189 super.EEItemAttached( item, slot_name );
2190
2191 CheckForHybridAttachments( item, slot_name );
2192 UpdateVisuals();
2193 UpdateAttachmentPhysics( slot_name, false );
2194 }
2195
2196 override void EEItemDetached( EntityAI item, string slot_name )
2197 {
2198 super.EEItemDetached( item, slot_name );
2199
2200 UpdateVisuals();
2201 UpdateAttachmentPhysics( slot_name, false );
2202 }
2203
2204 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2205 {
2206 string slot_name = InventorySlots.GetSlotName( slotId );
2207 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2208
2209 UpdateAttachmentVisuals( slot_name, locked );
2210 UpdateAttachmentPhysics( slot_name, locked );
2211 }
2212
2213 //ignore out of reach condition
2214 override bool IgnoreOutOfReachCondition()
2215 {
2216 return true;
2217 }
2218
2219 //CONSTRUCTION EVENTS
2220 //Build
2221 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2222 {
2223 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2224
2225 //check base state
2226 if (construtionPart.IsBase())
2227 {
2228 SetBaseState(true);
2229
2230 //spawn kit
2232 }
2233
2234 //register constructed parts for synchronization
2235 RegisterPartForSync(construtionPart.GetId());
2236
2237 //register action that was performed on part
2238 RegisterActionForSync(construtionPart.GetId(), action_id);
2239
2240 //synchronize
2242
2243 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2244
2245 UpdateNavmesh();
2246
2247 //update visuals
2248 UpdateVisuals();
2249
2250 //reset action sync data
2251 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2252 }
2253
2254 void OnPartBuiltClient(string part_name, int action_id)
2255 {
2256 //play sound
2257 SoundBuildStart( part_name );
2258 }
2259
2260 //Dismantle
2261 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2262 {
2263 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2264 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2265
2266 //register constructed parts for synchronization
2267 UnregisterPartForSync(construtionPart.GetId());
2268
2269 //register action that was performed on part
2270 RegisterActionForSync(construtionPart.GetId(), action_id);
2271
2272 //synchronize
2274
2275 // server part of sync, client will be synced from SetPartsFromSyncData
2276 SetPartFromSyncData(construtionPart);
2277
2278 UpdateNavmesh();
2279
2280 //update visuals
2281 UpdateVisuals();
2282
2283 //reset action sync data
2284 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2285
2286 //check base state
2287 if (construtionPart.IsBase())
2288 {
2289 //Destroy construction
2290 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2291 }
2292 }
2293
2294 void OnPartDismantledClient( string part_name, int action_id )
2295 {
2296 //play sound
2297 SoundDismantleStart( part_name );
2298 }
2299
2300 //Destroy
2301 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2302 {
2303 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2304 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2305
2306 //register constructed parts for synchronization
2307 UnregisterPartForSync(construtionPart.GetId());
2308
2309 //register action that was performed on part
2310 RegisterActionForSync(construtionPart.GetId(), action_id);
2311
2312 //synchronize
2314
2315 // server part of sync, client will be synced from SetPartsFromSyncData
2316 SetPartFromSyncData(construtionPart);
2317
2318 UpdateNavmesh();
2319
2320 //update visuals
2321 UpdateVisuals();
2322
2323 //reset action sync data
2324 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2325
2326 //check base state
2327 if (construtionPart.IsBase())
2328 {
2329 //Destroy construction
2330 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2331 }
2332 }
2333
2334 void OnPartDestroyedClient( string part_name, int action_id )
2335 {
2336 //play sound
2337 SoundDestroyStart( part_name );
2338 }
2339
2340 // --- UPDATE
2341 void InitBaseState()
2342 {
2343 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2344
2345 InitVisuals();
2346 UpdateNavmesh(); //regenerate navmesh
2347 }
2348
2349 void InitVisuals()
2350 {
2351 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2352 //check base
2353 if ( !HasBase() )
2354 {
2355 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2356 }
2357 else
2358 {
2359 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2360 }
2361
2362 GetConstruction().InitVisuals();
2363 }
2364
2365 void UpdateVisuals()
2366 {
2367 array<string> attachmentSlots = new array<string>;
2368
2369 GetAttachmentSlots(this, attachmentSlots);
2370 foreach (string slotName : attachmentSlots)
2371 {
2373 }
2374
2375 //check base
2376 if (!HasBase())
2377 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2378 else
2379 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2380
2381 GetConstruction().UpdateVisuals();
2382 }
2383
2384 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2385 {
2386 string slotNameMounted = slot_name + "_Mounted";
2387 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2388
2389 if (attachment)
2390 {
2391 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2392 if (barbedWire && barbedWire.IsMounted())
2393 CreateAreaDamage(slotNameMounted);
2394 else
2395 DestroyAreaDamage(slotNameMounted);
2396
2397 if (is_locked)
2398 {
2399 SetAnimationPhase(slotNameMounted, 0);
2400 SetAnimationPhase(slot_name, 1);
2401 }
2402 else
2403 {
2404 SetAnimationPhase(slotNameMounted, 1);
2405 SetAnimationPhase(slot_name, 0);
2406 }
2407 }
2408 else
2409 {
2410 SetAnimationPhase(slotNameMounted, 1);
2411 SetAnimationPhase(slot_name, 1);
2412
2413 DestroyAreaDamage(slotNameMounted);
2414 }
2415 }
2416
2417 // avoid calling this function on frequent occasions, it's a massive performance hit
2418 void UpdatePhysics()
2419 {
2421 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2422
2423 array<string> attachmentSlots = new array<string>;
2424 GetAttachmentSlots(this, attachmentSlots);
2425
2427 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2428
2429 foreach (string slotName : attachmentSlots)
2430 {
2432 }
2433
2434 //check base
2435 if (!HasBase())
2436 {
2438 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2439
2440 AddProxyPhysics(ANIMATION_DEPLOYED);
2441 }
2442 else
2443 {
2445 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2446
2447 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2448 }
2449
2450 GetConstruction().UpdatePhysics();
2451 UpdateNavmesh();
2452 }
2453
2454 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2455 {
2456 //checks for invalid appends; hotfix
2457 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2458 return;
2459 //----------------------------------
2460 string slot_name_mounted = slot_name + "_Mounted";
2461 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2462
2463 //remove proxy physics
2464 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2465 RemoveProxyPhysics( slot_name_mounted );
2466 RemoveProxyPhysics( slot_name );
2467
2468 if ( attachment )
2469 {
2470 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2471 if ( is_locked )
2472 {
2473 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2474 AddProxyPhysics( slot_name_mounted );
2475 }
2476 else
2477 {
2478 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2479 AddProxyPhysics( slot_name );
2480 }
2481 }
2482 }
2483
2484 protected void UpdateNavmesh()
2485 {
2486 SetAffectPathgraph( true, false );
2487 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2488 }
2489
2490 override bool CanUseConstruction()
2491 {
2492 return true;
2493 }
2494
2495 override bool CanUseConstructionBuild()
2496 {
2497 return true;
2498 }
2499
2500 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2501 {
2502 if ( attachment )
2503 {
2504 InventoryLocation inventory_location = new InventoryLocation;
2505 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2506
2507 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2508 }
2509
2510 return false;
2511 }
2512
2513 protected bool IsAttachmentSlotLocked( string slot_name )
2514 {
2515 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2516 }
2517
2518 //--- ATTACHMENT SLOTS
2519 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2520 {
2521 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2522 if ( g_Game.ConfigIsExisting( config_path ) )
2523 {
2524 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2525 }
2526 }
2527
2528 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2529 {
2530 return true;
2531 }
2532
2533 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2534 {
2535 return true;
2536 }
2537
2538 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2539 {
2540 return true;
2541 }
2542
2543 // --- INIT
2545 {
2546 m_Construction = new Construction(this);
2547 return m_Construction;
2548 }
2549
2551 {
2552 return m_Construction;
2553 }
2554
2556 {
2557 return Construction.Cast(m_Construction);
2558 }
2559
2561 {
2562 int attachment_count = GetInventory().AttachmentCount();
2563 if ( attachment_count > 0 )
2564 {
2565 if ( HasBase() && attachment_count == 1 )
2566 {
2567 return false;
2568 }
2569
2570 return true;
2571 }
2572
2573 return false;
2574 }
2575
2576 override bool ShowZonesHealth()
2577 {
2578 return true;
2579 }
2580
2581 override bool IsTakeable()
2582 {
2583 return false;
2584 }
2585
2586 //this into/outo parent.Cargo
2587 override bool CanPutInCargo( EntityAI parent )
2588 {
2589 return false;
2590 }
2591
2592 override bool CanRemoveFromCargo( EntityAI parent )
2593 {
2594 return false;
2595 }
2596
2597 //hands
2598 override bool CanPutIntoHands( EntityAI parent )
2599 {
2600 return false;
2601 }
2602
2603 //--- ACTION CONDITIONS
2604 //direction
2605 override bool IsFacingPlayer( PlayerBase player, string selection )
2606 {
2607 return true;
2608 }
2609
2610 override bool IsPlayerInside( PlayerBase player, string selection )
2611 {
2612 return true;
2613 }
2614
2617 {
2618 return false;
2619 }
2620
2621 //roof check
2622 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2623 {
2624 return false;
2625 }
2626
2627 //selection->player distance check
2628 bool HasProperDistance( string selection, PlayerBase player )
2629 {
2630 return true;
2631 }
2632
2633 //folding
2635 {
2636 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2637 {
2638 return false;
2639 }
2640
2641 return true;
2642 }
2643
2645 {
2648
2649 return item;
2650 }
2651
2652 //Damage triggers (barbed wire)
2653 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2654 {
2655 if ( g_Game && g_Game.IsServer() )
2656 {
2657 //destroy area damage if some already exists
2658 DestroyAreaDamage( slot_name );
2659
2660 //create new area damage
2662 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2663
2664 vector min_max[2];
2665 if ( MemoryPointExists( slot_name + "_min" ) )
2666 {
2667 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2668 }
2669 if ( MemoryPointExists( slot_name + "_max" ) )
2670 {
2671 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2672 }
2673
2674 //get proper trigger extents (min<max)
2675 vector extents[2];
2676 GetConstruction().GetTriggerExtents( min_max, extents );
2677
2678 //get box center
2679 vector center;
2680 center = GetConstruction().GetBoxCenter( min_max );
2681 center = ModelToWorld( center );
2682
2683 //rotate center if needed
2685 CalcDamageAreaRotation( rotation_angle, center, orientation );
2686
2687 areaDamage.SetExtents( extents[0], extents[1] );
2688 areaDamage.SetAreaPosition( center );
2689 areaDamage.SetAreaOrientation( orientation );
2690 areaDamage.SetLoopInterval( 1.0 );
2691 areaDamage.SetDeferDuration( 0.2 );
2692 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2693 areaDamage.SetAmmoName( "BarbedWireHit" );
2694 areaDamage.Spawn();
2695
2696 m_DamageTriggers.Insert( slot_name, areaDamage );
2697 }
2698 }
2699
2700 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2701 {
2702 if ( angle_deg != 0 )
2703 {
2704 //orientation
2705 orientation[0] = orientation[0] - angle_deg;
2706
2707 //center
2708 vector rotate_axis;
2709 if ( MemoryPointExists( "rotate_axis" ) )
2710 {
2711 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2712 }
2713 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];
2714 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];
2715 center[0] = r_center_x;
2716 center[2] = r_center_z;
2717 }
2718 }
2719
2720 void DestroyAreaDamage( string slot_name )
2721 {
2722 if (g_Game && g_Game.IsServer())
2723 {
2725 if (m_DamageTriggers.Find(slot_name, areaDamage))
2726 {
2727 if (areaDamage)
2728 {
2729 areaDamage.Destroy();
2730 }
2731
2732 m_DamageTriggers.Remove( slot_name );
2733 }
2734 }
2735 }
2736
2737 override bool IsIgnoredByConstruction()
2738 {
2739 return true;
2740 }
2741
2742 //================================================================
2743 // SOUNDS
2744 //================================================================
2745 protected void SoundBuildStart( string part_name )
2746 {
2747 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2748 }
2749
2750 protected void SoundDismantleStart( string part_name )
2751 {
2752 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2753 }
2754
2755 protected void SoundDestroyStart( string part_name )
2756 {
2757 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2758 }
2759
2760 protected string GetBuildSoundByMaterial( string part_name )
2761 {
2762 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2763
2764 switch ( material_type )
2765 {
2766 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2767 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2768 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2769 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2770 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2771 }
2772
2773 return "";
2774 }
2775
2776 protected string GetDismantleSoundByMaterial( string part_name )
2777 {
2778 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2779
2780 switch ( material_type )
2781 {
2782 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2783 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2784 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2785 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2786 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2787 }
2788
2789 return "";
2790 }
2791
2792 //misc
2793 void CheckForHybridAttachments( EntityAI item, string slot_name )
2794 {
2795 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2796 {
2797 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2798 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2799 {
2800 SetHealth(slot_name,"Health",item.GetHealth());
2801 }
2802 }
2803 }
2804
2805 override int GetDamageSystemVersionChange()
2806 {
2807 return 111;
2808 }
2809
2810 override void SetActions()
2811 {
2812 super.SetActions();
2813
2817 }
2818
2819 protected void DestroyConstructedParts()
2820 {
2821 Construction construction = GetConstruction();
2822 if (!construction)
2823 return;
2824
2825 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2826 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2827 {
2828 ConstructionPart part = constructionParts.GetElement(i);
2829 if (part && part.IsBuilt() && !part.IsUtilityPart())
2830 {
2831 construction.DestroyPartServer(null, part.GetPartName(), -1);
2832 }
2833 }
2834 }
2835
2836 protected void HandleFallingForConstructedParts()
2837 {
2838 Construction construction = GetConstruction();
2839 if (!construction)
2840 return;
2841
2842 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2843 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2844 {
2845 ConstructionPart part = constructionParts.GetElement(i);
2846 if (part && part.IsBuilt() && !part.IsUtilityPart())
2847 {
2848 construction.HandleEntityFalling(part.GetPartName());
2849 }
2850 }
2851 }
2852
2854 override void OnItemFallRebuilding()
2855 {
2856 if (!g_Game.IsServer())
2857 return;
2858
2861
2862 if (DestroyOnFall())
2863 {
2865 {
2867 }
2868 else
2869 {
2871 {
2873 }
2874 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2875 }
2876 }
2877 }
2878
2880 {
2881 if (HasAnyAttachmentsOrCargo())
2882 {
2884 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2885 }
2886 }
2887
2888 //================================================================
2889 // DEBUG
2890 //================================================================
2891
2894 {
2895 return null;
2896 }
2897
2898 override void OnDebugSpawn()
2899 {
2900 FullyBuild();
2901 }
2902
2903 void FullyBuild()
2904 {
2906 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2907
2908 Man p;
2909
2910 #ifdef SERVER
2911 array<Man> players = new array<Man>;
2912 g_Game.GetWorld().GetPlayerList(players);
2913 if (players.Count())
2914 p = players[0];
2915 #else
2916 p = g_Game.GetPlayer();
2917 #endif
2918
2919 foreach (ConstructionPart part : parts)
2920 {
2921 bool excluded = false;
2922 string partName = part.GetPartName();
2923 if (excludes)
2924 {
2925 foreach (string exclude : excludes)
2926 {
2927 if (partName.Contains(exclude))
2928 {
2929 excluded = true;
2930 break;
2931 }
2932 }
2933 }
2934
2935 if (!excluded)
2936 {
2937 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2938 }
2939 }
2940
2941 GetConstruction().UpdateVisuals();
2942 }
2943
2945 //Deprecated code playpen//
2947 [Obsolete("handled in the Construction component directly")]
2948 protected void HandleItemFalling(ConstructionPart part)
2949 {
2950 }
2951
2952 [Obsolete("handled in the Construction component directly")]
2953 protected void ItemFall(vector min, vector max)
2954 {
2955 }
2956
2957 [Obsolete("obsolete debug method")]
2958 protected void DebugCustomState()
2959 {
2960 }
2961}
2962
2963void bsbDebugPrint (string s)
2964{
2965#ifdef BSB_DEBUG
2966 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2967#else
2968 //Print("" + s); // comment/uncomment to hide/see debug logs
2969#endif
2970}
2971void bsbDebugSpam (string s)
2972{
2973#ifdef BSB_DEBUG_SPAM
2974 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2975#else
2976 //Print("" + s); // comment/uncomment to hide/see debug logs
2977#endif
2978}
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