DayZ 1.30
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◆ OnItemFallRebuilding()

override void bsbDebugPrint::OnItemFallRebuilding ( )
protected

@Note for modders: This method and is subject to change!

См. определение в файле BaseBuildingBase.c строка 2470

2472{
2473 const string ANIMATION_DEPLOYED = "Deployed";
2474
2475 float m_ConstructionKitHealth; //stored health value for used construction kit
2476
2477 bool m_HasBase;
2478 //variables for synchronization of base building parts (2x31 is the current limit)
2479 int m_SyncParts01; //synchronization for already built parts (31 parts)
2480 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2481 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2482 int m_InteractedPartId; //construction part id that an action was performed on
2483 int m_PerformedActionId; //action id that was performed on a construction part
2484 protected ref ConstructionBasic m_Construction;
2485
2486 //Sounds
2487 //build
2488 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2489 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2490 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2491 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2492 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2493 //dismantle
2494 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2495 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2496 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2497 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2498 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2499
2500 protected EffectSound m_Sound;
2501
2505
2506 // Constructor
2507 void BaseBuildingBase()
2508 {
2510
2511 //synchronized variables
2512 RegisterNetSyncVariableInt( "m_SyncParts01" );
2513 RegisterNetSyncVariableInt( "m_SyncParts02" );
2514 RegisterNetSyncVariableInt( "m_SyncParts03" );
2515 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2516 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2517 RegisterNetSyncVariableBool( "m_HasBase" );
2518
2519 //Construction init
2520 ConstructionInit();
2521
2522 if (ConfigIsExisting("hybridAttachments"))
2523 {
2525 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2526 }
2527 if (ConfigIsExisting("mountables"))
2528 {
2530 ConfigGetTextArray("mountables", m_Mountables);
2531 }
2532
2533 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2534 SetAllowDamage(true);
2535 }
2536
2537 override string GetInvulnerabilityTypeString()
2538 {
2539 return "disableBaseDamage";
2540 }
2541
2542 override bool CanObstruct()
2543 {
2544 return true;
2545 }
2546
2547 override int GetHideIconMask()
2548 {
2549 return EInventoryIconVisibility.HIDE_VICINITY;
2550 }
2551
2552 override void InitItemSounds()
2553 {
2554 super.InitItemSounds();
2555
2557 SoundParameters params = new SoundParameters();
2558 params.m_Loop = true;
2559
2560 if (GetFoldSoundset() != string.Empty)
2561 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2562 if (GetLoopFoldSoundset() != string.Empty)
2563 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2564 }
2565
2566 override string GetFoldSoundset()
2567 {
2568 return "putDown_FenceKit_SoundSet";
2569 }
2570
2571 override string GetLoopFoldSoundset()
2572 {
2573 return "Shelter_Site_Build_Loop_SoundSet";
2574 }
2575
2576 // --- SYNCHRONIZATION
2578 {
2579 if ( g_Game.IsServer() )
2580 {
2581 SetSynchDirty();
2582 }
2583 }
2584
2585 override void OnVariablesSynchronized()
2586 {
2587 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2588 super.OnVariablesSynchronized();
2589
2590 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2591 }
2592
2593 protected void OnSynchronizedClient()
2594 {
2595 //update parts
2597
2598 //update action on part
2600
2601 //update visuals (client)
2602 UpdateVisuals();
2603 }
2604
2605 //parts synchronization
2606 void RegisterPartForSync( int part_id )
2607 {
2608 //part_id must starts from index = 1
2609 int offset;
2610 int mask;
2611
2612 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2613 {
2614 offset = part_id - 1;
2615 mask = 1 << offset;
2616
2617 m_SyncParts01 = m_SyncParts01 | mask;
2618 }
2619 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2620 {
2621 offset = ( part_id % 32 );
2622 mask = 1 << offset;
2623
2624 m_SyncParts02 = m_SyncParts02 | mask;
2625 }
2626 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2627 {
2628 offset = ( part_id % 63 );
2629 mask = 1 << offset;
2630
2631 m_SyncParts03 = m_SyncParts03 | mask;
2632 }
2633 }
2634
2635 void UnregisterPartForSync( int part_id )
2636 {
2637 //part_id must starts from index = 1
2638 int offset;
2639 int mask;
2640
2641 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2642 {
2643 offset = part_id - 1;
2644 mask = 1 << offset;
2645
2646 m_SyncParts01 = m_SyncParts01 & ~mask;
2647 }
2648 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2649 {
2650 offset = ( part_id % 32 );
2651 mask = 1 << offset;
2652
2653 m_SyncParts02 = m_SyncParts02 & ~mask;
2654 }
2655 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2656 {
2657 offset = ( part_id % 63 );
2658 mask = 1 << offset;
2659
2660 m_SyncParts03 = m_SyncParts03 & ~mask;
2661 }
2662 }
2663
2664 bool IsPartBuildInSyncData( int part_id )
2665 {
2666 //part_id must starts from index = 1
2667 int offset;
2668 int mask;
2669
2670 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2671 {
2672 offset = part_id - 1;
2673 mask = 1 << offset;
2674
2675 if ( ( m_SyncParts01 & mask ) > 0 )
2676 {
2677 return true;
2678 }
2679 }
2680 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2681 {
2682 offset = ( part_id % 32 );
2683 mask = 1 << offset;
2684
2685 if ( ( m_SyncParts02 & mask ) > 0 )
2686 {
2687 return true;
2688 }
2689 }
2690 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2691 {
2692 offset = ( part_id % 63 );
2693 mask = 1 << offset;
2694
2695 if ( ( m_SyncParts03 & mask ) > 0 )
2696 {
2697 return true;
2698 }
2699 }
2700
2701 return false;
2702 }
2703
2704 protected void RegisterActionForSync( int part_id, int action_id )
2705 {
2706 m_InteractedPartId = part_id;
2707 m_PerformedActionId = action_id;
2708 }
2709
2710 protected void ResetActionSyncData()
2711 {
2712 //reset data
2713 m_InteractedPartId = -1;
2715 }
2716
2717 protected void SetActionFromSyncData()
2718 {
2719 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2720 {
2722 int build_action_id = m_PerformedActionId;
2723
2724 switch( build_action_id )
2725 {
2726 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2727 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2728 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2729 }
2730 }
2731 }
2732 //------
2733
2735 {
2736 string key = part.GetPartName();
2737 bool is_base = part.IsBase();
2738 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2739 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2740 if ( is_part_built_sync )
2741 {
2742 if ( !part.IsBuilt() )
2743 {
2744 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2745 GetConstruction().AddToConstructedParts( key );
2746 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2747
2748 if (is_base)
2749 {
2751 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2752 }
2753 }
2754 }
2755 else
2756 {
2757 if ( part.IsBuilt() )
2758 {
2759 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2760 GetConstruction().RemoveFromConstructedParts( key );
2761 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2762
2763 if (is_base)
2764 {
2766 AddProxyPhysics( ANIMATION_DEPLOYED );
2767 }
2768 }
2769 }
2770
2771 //check slot lock for material attachments
2772 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2773 }
2774
2775 //set construction parts based on synchronized data
2777 {
2778 Construction construction = GetConstruction();
2779 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2780
2781 for ( int i = 0; i < construction_parts.Count(); ++i )
2782 {
2783 string key = construction_parts.GetKey( i );
2784 ConstructionPart value = construction_parts.Get( key );
2785 SetPartFromSyncData(value);
2786 }
2787
2788 //regenerate navmesh
2789 UpdateNavmesh();
2790 }
2791
2792 protected ConstructionPart GetConstructionPartById( int id )
2793 {
2794 Construction construction = GetConstruction();
2795 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2796
2797 for ( int i = 0; i < construction_parts.Count(); ++i )
2798 {
2799 string key = construction_parts.GetKey( i );
2800 ConstructionPart value = construction_parts.Get( key );
2801
2802 if ( value.GetId() == id )
2803 {
2804 return value;
2805 }
2806 }
2807
2808 return NULL;
2809 }
2810 //
2811
2812 //Base
2813 bool HasBase()
2814 {
2815 return m_HasBase;
2816 }
2817
2818 void SetBaseState( bool has_base )
2819 {
2820 m_HasBase = has_base;
2821 }
2822
2823 override bool IsDeployable()
2824 {
2825 return true;
2826 }
2827
2828 bool IsOpened()
2829 {
2830 return false;
2831 }
2832
2833 //--- CONSTRUCTION KIT
2835 {
2836 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2837 if ( m_ConstructionKitHealth > 0 )
2838 {
2839 construction_kit.SetHealth( m_ConstructionKitHealth );
2840 }
2841
2842 return construction_kit;
2843 }
2844
2845 void CreateConstructionKitInHands(notnull PlayerBase player)
2846 {
2847 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2848 if ( m_ConstructionKitHealth > 0 )
2849 {
2850 construction_kit.SetHealth( m_ConstructionKitHealth );
2851 }
2852 }
2853
2854 protected vector GetKitSpawnPosition()
2855 {
2856 return GetPosition();
2857 }
2858
2859 protected string GetConstructionKitType()
2860 {
2861 return "";
2862 }
2863
2864 void DestroyConstructionKit( ItemBase construction_kit )
2865 {
2866 m_ConstructionKitHealth = construction_kit.GetHealth();
2867 g_Game.ObjectDelete( construction_kit );
2868 }
2869
2870 //--- CONSTRUCTION
2871 void DestroyConstruction()
2872 {
2873 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2874 g_Game.ObjectDelete( this );
2875 }
2876
2877 // --- EVENTS
2878 override void EEDelete(EntityAI parent)
2879 {
2880 super.EEDelete(parent);
2881
2882 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2883 {
2884 areaDamage.Destroy();
2885 }
2886
2887 }
2888
2889 override void OnStoreSave( ParamsWriteContext ctx )
2890 {
2891 super.OnStoreSave( ctx );
2892
2893 //sync parts 01
2894 ctx.Write( m_SyncParts01 );
2895 ctx.Write( m_SyncParts02 );
2896 ctx.Write( m_SyncParts03 );
2897
2898 ctx.Write( m_HasBase );
2899 }
2900
2901 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2902 {
2903 if ( !super.OnStoreLoad( ctx, version ) )
2904 return false;
2905
2906 //--- Base building data ---
2907 //Restore synced parts data
2908 if ( !ctx.Read( m_SyncParts01 ) )
2909 {
2910 m_SyncParts01 = 0; //set default
2911 return false;
2912 }
2913 if ( !ctx.Read( m_SyncParts02 ) )
2914 {
2915 m_SyncParts02 = 0; //set default
2916 return false;
2917 }
2918 if ( !ctx.Read( m_SyncParts03 ) )
2919 {
2920 m_SyncParts03 = 0; //set default
2921 return false;
2922 }
2923
2924 //has base
2925 if ( !ctx.Read( m_HasBase ) )
2926 {
2927 m_HasBase = false;
2928 return false;
2929 }
2930 //---
2931
2932 return true;
2933 }
2934
2935 override void AfterStoreLoad()
2936 {
2937 super.AfterStoreLoad();
2938
2940 {
2942 }
2943 }
2944
2946 {
2947 //update server data
2949
2950 //set base state
2951 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2952 SetBaseState( part.IsBuilt() ) ;
2953
2954 //synchronize after load
2956 }
2957
2958 override void OnCreatePhysics()
2959 {
2960 super.OnCreatePhysics();
2961
2962 ConstructionInit();
2964 }
2965
2966 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2967 {
2969 return;
2970
2971 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2972 }
2973
2974 override void EEOnAfterLoad()
2975 {
2977 {
2978 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2979 }
2980
2981 super.EEOnAfterLoad();
2982 }
2983
2984 override void EEItemAttached( EntityAI item, string slot_name )
2985 {
2986 super.EEItemAttached( item, slot_name );
2987
2988 CheckForHybridAttachments( item, slot_name );
2989 UpdateVisuals();
2990 UpdateAttachmentPhysics( slot_name, false );
2991 }
2992
2993 override void EEItemDetached( EntityAI item, string slot_name )
2994 {
2995 super.EEItemDetached( item, slot_name );
2996
2997 UpdateVisuals();
2998 UpdateAttachmentPhysics( slot_name, false );
2999 }
3000
3001 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3002 {
3003 string slot_name = InventorySlots.GetSlotName( slotId );
3004 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3005
3006 UpdateAttachmentVisuals( slot_name, locked );
3007 UpdateAttachmentPhysics( slot_name, locked );
3008 }
3009
3010 //ignore out of reach condition
3011 override bool IgnoreOutOfReachCondition()
3012 {
3013 return true;
3014 }
3015
3016 //CONSTRUCTION EVENTS
3017 //Build
3018 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3019 {
3020 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3021
3022 //check base state
3023 if (construtionPart.IsBase())
3024 {
3025 SetBaseState(true);
3026
3027 //spawn kit
3029 }
3030
3031 //register constructed parts for synchronization
3032 RegisterPartForSync(construtionPart.GetId());
3033
3034 //register action that was performed on part
3035 RegisterActionForSync(construtionPart.GetId(), action_id);
3036
3037 //synchronize
3039
3040 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3041
3042 UpdateNavmesh();
3043
3044 //update visuals
3045 UpdateVisuals();
3046
3047 //reset action sync data
3048 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3049 }
3050
3051 void OnPartBuiltClient(string part_name, int action_id)
3052 {
3053 //play sound
3054 SoundBuildStart( part_name );
3055 }
3056
3057 //Dismantle
3058 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3059 {
3060 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3061 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3062
3063 //register constructed parts for synchronization
3064 UnregisterPartForSync(construtionPart.GetId());
3065
3066 //register action that was performed on part
3067 RegisterActionForSync(construtionPart.GetId(), action_id);
3068
3069 //synchronize
3071
3072 // server part of sync, client will be synced from SetPartsFromSyncData
3073 SetPartFromSyncData(construtionPart);
3074
3075 UpdateNavmesh();
3076
3077 //update visuals
3078 UpdateVisuals();
3079
3080 //reset action sync data
3081 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3082
3083 //check base state
3084 if (construtionPart.IsBase())
3085 {
3086 //Destroy construction
3087 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3088 }
3089 }
3090
3091 void OnPartDismantledClient( string part_name, int action_id )
3092 {
3093 //play sound
3094 SoundDismantleStart( part_name );
3095 }
3096
3097 //Destroy
3098 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3099 {
3100 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3101 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3102
3103 //register constructed parts for synchronization
3104 UnregisterPartForSync(construtionPart.GetId());
3105
3106 //register action that was performed on part
3107 RegisterActionForSync(construtionPart.GetId(), action_id);
3108
3109 //synchronize
3111
3112 // server part of sync, client will be synced from SetPartsFromSyncData
3113 SetPartFromSyncData(construtionPart);
3114
3115 UpdateNavmesh();
3116
3117 //update visuals
3118 UpdateVisuals();
3119
3120 //reset action sync data
3121 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3122
3123 //check base state
3124 if (construtionPart.IsBase())
3125 {
3126 //Destroy construction
3127 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3128 }
3129 }
3130
3131 void OnPartDestroyedClient( string part_name, int action_id )
3132 {
3133 //play sound
3134 SoundDestroyStart( part_name );
3135 }
3136
3137 // --- UPDATE
3138 void InitBaseState()
3139 {
3140 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3141
3142 InitVisuals();
3143 UpdateNavmesh(); //regenerate navmesh
3144 }
3145
3146 void InitVisuals()
3147 {
3148 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3149 //check base
3150 if ( !HasBase() )
3151 {
3152 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3153 }
3154 else
3155 {
3156 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3157 }
3158
3159 GetConstruction().InitVisuals();
3160 }
3161
3162 void UpdateVisuals()
3163 {
3164 array<string> attachmentSlots = new array<string>;
3165
3166 GetAttachmentSlots(this, attachmentSlots);
3167 foreach (string slotName : attachmentSlots)
3168 {
3170 }
3171
3172 //check base
3173 if (!HasBase())
3174 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3175 else
3176 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3177
3178 GetConstruction().UpdateVisuals();
3179 }
3180
3181 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3182 {
3183 string slotNameMounted = slot_name + "_Mounted";
3184 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3185
3186 if (attachment)
3187 {
3188 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3189 if (barbedWire && barbedWire.IsMounted())
3190 CreateAreaDamage(slotNameMounted);
3191 else
3192 DestroyAreaDamage(slotNameMounted);
3193
3194 if (is_locked)
3195 {
3196 SetAnimationPhase(slotNameMounted, 0);
3197 SetAnimationPhase(slot_name, 1);
3198 }
3199 else
3200 {
3201 SetAnimationPhase(slotNameMounted, 1);
3202 SetAnimationPhase(slot_name, 0);
3203 }
3204 }
3205 else
3206 {
3207 SetAnimationPhase(slotNameMounted, 1);
3208 SetAnimationPhase(slot_name, 1);
3209
3210 DestroyAreaDamage(slotNameMounted);
3211 }
3212 }
3213
3214 // avoid calling this function on frequent occasions, it's a massive performance hit
3215 void UpdatePhysics()
3216 {
3218 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3219
3220 array<string> attachmentSlots = new array<string>;
3221 GetAttachmentSlots(this, attachmentSlots);
3222
3224 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3225
3226 foreach (string slotName : attachmentSlots)
3227 {
3229 }
3230
3231 //check base
3232 if (!HasBase())
3233 {
3235 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3236
3237 AddProxyPhysics(ANIMATION_DEPLOYED);
3238 }
3239 else
3240 {
3242 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3243
3244 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3245 }
3246
3247 GetConstruction().UpdatePhysics();
3248 UpdateNavmesh();
3249 }
3250
3251 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3252 {
3253 //checks for invalid appends; hotfix
3254 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3255 return;
3256 //----------------------------------
3257 string slot_name_mounted = slot_name + "_Mounted";
3258 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3259
3260 //remove proxy physics
3261 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3262 RemoveProxyPhysics( slot_name_mounted );
3263 RemoveProxyPhysics( slot_name );
3264
3265 if ( attachment )
3266 {
3267 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3268 if ( is_locked )
3269 {
3270 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3271 AddProxyPhysics( slot_name_mounted );
3272 }
3273 else
3274 {
3275 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3276 AddProxyPhysics( slot_name );
3277 }
3278 }
3279 }
3280
3281 protected void UpdateNavmesh()
3282 {
3283 SetAffectPathgraph( true, false );
3284 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3285 }
3286
3287 override bool CanUseConstruction()
3288 {
3289 return true;
3290 }
3291
3292 override bool CanUseConstructionBuild()
3293 {
3294 return true;
3295 }
3296
3297 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3298 {
3299 if ( attachment )
3300 {
3301 InventoryLocation inventory_location = new InventoryLocation;
3302 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3303
3304 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3305 }
3306
3307 return false;
3308 }
3309
3310 protected bool IsAttachmentSlotLocked( string slot_name )
3311 {
3312 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3313 }
3314
3315 //--- ATTACHMENT SLOTS
3316 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3317 {
3318 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3319 if ( g_Game.ConfigIsExisting( config_path ) )
3320 {
3321 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3322 }
3323 }
3324
3325 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3326 {
3327 return true;
3328 }
3329
3330 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3331 {
3332 return true;
3333 }
3334
3335 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3336 {
3337 return true;
3338 }
3339
3340 // --- INIT
3342 {
3343 m_Construction = new Construction(this);
3344 return m_Construction;
3345 }
3346
3348 {
3349 return m_Construction;
3350 }
3351
3353 {
3354 return Construction.Cast(m_Construction);
3355 }
3356
3358 {
3359 int attachment_count = GetInventory().AttachmentCount();
3360 if ( attachment_count > 0 )
3361 {
3362 if ( HasBase() && attachment_count == 1 )
3363 {
3364 return false;
3365 }
3366
3367 return true;
3368 }
3369
3370 return false;
3371 }
3372
3373 override bool ShowZonesHealth()
3374 {
3375 return true;
3376 }
3377
3378 override bool IsTakeable()
3379 {
3380 return false;
3381 }
3382
3383 //this into/outo parent.Cargo
3384 override bool CanPutInCargo( EntityAI parent )
3385 {
3386 return false;
3387 }
3388
3389 override bool CanRemoveFromCargo( EntityAI parent )
3390 {
3391 return false;
3392 }
3393
3394 //hands
3395 override bool CanPutIntoHands( EntityAI parent )
3396 {
3397 return false;
3398 }
3399
3400 //--- ACTION CONDITIONS
3401 //direction
3402 override bool IsFacingPlayer( PlayerBase player, string selection )
3403 {
3404 return true;
3405 }
3406
3407 override bool IsPlayerInside( PlayerBase player, string selection )
3408 {
3409 return true;
3410 }
3411
3414 {
3415 return false;
3416 }
3417
3418 //roof check
3419 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3420 {
3421 return false;
3422 }
3423
3424 //selection->player distance check
3425 bool HasProperDistance( string selection, PlayerBase player )
3426 {
3427 return true;
3428 }
3429
3430 //folding
3432 {
3433 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3434 {
3435 return false;
3436 }
3437
3438 return true;
3439 }
3440
3442 {
3445
3446 return item;
3447 }
3448
3449 //Damage triggers (barbed wire)
3450 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3451 {
3452 if ( g_Game && g_Game.IsServer() )
3453 {
3454 //destroy area damage if some already exists
3455 DestroyAreaDamage( slot_name );
3456
3457 //create new area damage
3459 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3460
3461 vector min_max[2];
3462 if ( MemoryPointExists( slot_name + "_min" ) )
3463 {
3464 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3465 }
3466 if ( MemoryPointExists( slot_name + "_max" ) )
3467 {
3468 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3469 }
3470
3471 //get proper trigger extents (min<max)
3472 vector extents[2];
3473 GetConstruction().GetTriggerExtents( min_max, extents );
3474
3475 //get box center
3476 vector center;
3477 center = GetConstruction().GetBoxCenter( min_max );
3478 center = ModelToWorld( center );
3479
3480 //rotate center if needed
3482 CalcDamageAreaRotation( rotation_angle, center, orientation );
3483
3484 areaDamage.SetExtents( extents[0], extents[1] );
3485 areaDamage.SetAreaPosition( center );
3486 areaDamage.SetAreaOrientation( orientation );
3487 areaDamage.SetLoopInterval( 1.0 );
3488 areaDamage.SetDeferDuration( 0.2 );
3489 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3490 areaDamage.SetAmmoName( "BarbedWireHit" );
3491 areaDamage.Spawn();
3492
3493 m_DamageTriggers.Insert( slot_name, areaDamage );
3494 }
3495 }
3496
3497 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3498 {
3499 if ( angle_deg != 0 )
3500 {
3501 //orientation
3502 orientation[0] = orientation[0] - angle_deg;
3503
3504 //center
3505 vector rotate_axis;
3506 if ( MemoryPointExists( "rotate_axis" ) )
3507 {
3508 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3509 }
3510 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];
3511 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];
3512 center[0] = r_center_x;
3513 center[2] = r_center_z;
3514 }
3515 }
3516
3517 void DestroyAreaDamage( string slot_name )
3518 {
3519 if (g_Game && g_Game.IsServer())
3520 {
3522 if (m_DamageTriggers.Find(slot_name, areaDamage))
3523 {
3524 if (areaDamage)
3525 {
3526 areaDamage.Destroy();
3527 }
3528
3529 m_DamageTriggers.Remove( slot_name );
3530 }
3531 }
3532 }
3533
3534 override bool IsIgnoredByConstruction()
3535 {
3536 return true;
3537 }
3538
3539 //================================================================
3540 // SOUNDS
3541 //================================================================
3542 protected void SoundBuildStart( string part_name )
3543 {
3544 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3545 }
3546
3547 protected void SoundDismantleStart( string part_name )
3548 {
3549 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3550 }
3551
3552 protected void SoundDestroyStart( string part_name )
3553 {
3554 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3555 }
3556
3557 protected string GetBuildSoundByMaterial( string part_name )
3558 {
3559 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3560
3561 switch ( material_type )
3562 {
3563 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3564 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3565 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3566 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3567 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3568 }
3569
3570 return "";
3571 }
3572
3573 protected string GetDismantleSoundByMaterial( string part_name )
3574 {
3575 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3576
3577 switch ( material_type )
3578 {
3579 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3580 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3581 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3582 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3583 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3584 }
3585
3586 return "";
3587 }
3588
3589 //misc
3590 void CheckForHybridAttachments( EntityAI item, string slot_name )
3591 {
3592 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3593 {
3594 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3595 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3596 {
3597 SetHealth(slot_name,"Health",item.GetHealth());
3598 }
3599 }
3600 }
3601
3602 override int GetDamageSystemVersionChange()
3603 {
3604 return 111;
3605 }
3606
3607 override void SetActions()
3608 {
3609 super.SetActions();
3610
3614 }
3615
3616 protected void DestroyConstructedParts()
3617 {
3618 Construction construction = GetConstruction();
3619 if (!construction)
3620 return;
3621
3622 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3623 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3624 {
3625 ConstructionPart part = constructionParts.GetElement(i);
3626 if (part && part.IsBuilt() && !part.IsUtilityPart())
3627 {
3628 construction.DestroyPartServer(null, part.GetPartName(), -1);
3629 }
3630 }
3631 }
3632
3633 protected void HandleFallingForConstructedParts()
3634 {
3635 Construction construction = GetConstruction();
3636 if (!construction)
3637 return;
3638
3639 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3640 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3641 {
3642 ConstructionPart part = constructionParts.GetElement(i);
3643 if (part && part.IsBuilt() && !part.IsUtilityPart())
3644 {
3645 construction.HandleEntityFalling(part.GetPartName());
3646 }
3647 }
3648 }
3649
3651 override void OnItemFallRebuilding()
3652 {
3653 if (!g_Game.IsServer())
3654 return;
3655
3658
3659 if (DestroyOnFall())
3660 {
3662 {
3664 }
3665 else
3666 {
3668 {
3670 }
3671 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3672 }
3673 }
3674 }
3675
3677 {
3678 if (HasAnyAttachmentsOrCargo())
3679 {
3681 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3682 }
3683 }
3684
3685 //================================================================
3686 // DEBUG
3687 //================================================================
3688
3691 {
3692 return null;
3693 }
3694
3695 override void OnDebugSpawn()
3696 {
3697 FullyBuild();
3698 }
3699
3700 void FullyBuild()
3701 {
3703 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3704
3705 Man p;
3706
3707 #ifdef SERVER
3708 array<Man> players = new array<Man>;
3709 g_Game.GetWorld().GetPlayerList(players);
3710 if (players.Count())
3711 p = players[0];
3712 #else
3713 p = g_Game.GetPlayer();
3714 #endif
3715
3716 foreach (ConstructionPart part : parts)
3717 {
3718 bool excluded = false;
3719 string partName = part.GetPartName();
3720 if (excludes)
3721 {
3722 foreach (string exclude : excludes)
3723 {
3724 if (partName.Contains(exclude))
3725 {
3726 excluded = true;
3727 break;
3728 }
3729 }
3730 }
3731
3732 if (!excluded)
3733 {
3734 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3735 }
3736 }
3737
3738 GetConstruction().UpdateVisuals();
3739 }
3740
3742 //Deprecated code playpen//
3744 [Obsolete("handled in the Construction component directly")]
3745 protected void HandleItemFalling(ConstructionPart part)
3746 {
3747 }
3748
3749 [Obsolete("handled in the Construction component directly")]
3750 protected void ItemFall(vector min, vector max)
3751 {
3752 }
3753
3754 [Obsolete("obsolete debug method")]
3755 protected void DebugCustomState()
3756 {
3757 }
3758}
3759
3760void bsbDebugPrint (string s)
3761{
3762#ifdef BSB_DEBUG
3763 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3764#else
3765 //Print("" + s); // comment/uncomment to hide/see debug logs
3766#endif
3767}
3768void bsbDebugSpam (string s)
3769{
3770#ifdef BSB_DEBUG_SPAM
3771 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3772#else
3773 //Print("" + s); // comment/uncomment to hide/see debug logs
3774#endif
3775}
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