DayZ 1.30
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◆ CheckSlotVerticalDistance()

bool bsbDebugPrint::CheckSlotVerticalDistance ( int slot_id,
PlayerBase player )
protected

См. определение в файле BaseBuildingBase.c строка 2144

2146{
2147 const string ANIMATION_DEPLOYED = "Deployed";
2148
2149 float m_ConstructionKitHealth; //stored health value for used construction kit
2150
2151 bool m_HasBase;
2152 //variables for synchronization of base building parts (2x31 is the current limit)
2153 int m_SyncParts01; //synchronization for already built parts (31 parts)
2154 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2155 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2156 int m_InteractedPartId; //construction part id that an action was performed on
2157 int m_PerformedActionId; //action id that was performed on a construction part
2158 protected ref ConstructionBasic m_Construction;
2159
2160 //Sounds
2161 //build
2162 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2163 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2164 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2165 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2166 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2167 //dismantle
2168 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2169 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2170 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2171 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2172 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2173
2174 protected EffectSound m_Sound;
2175
2179
2180 // Constructor
2181 void BaseBuildingBase()
2182 {
2184
2185 //synchronized variables
2186 RegisterNetSyncVariableInt( "m_SyncParts01" );
2187 RegisterNetSyncVariableInt( "m_SyncParts02" );
2188 RegisterNetSyncVariableInt( "m_SyncParts03" );
2189 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2190 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2191 RegisterNetSyncVariableBool( "m_HasBase" );
2192
2193 //Construction init
2194 ConstructionInit();
2195
2196 if (ConfigIsExisting("hybridAttachments"))
2197 {
2199 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2200 }
2201 if (ConfigIsExisting("mountables"))
2202 {
2204 ConfigGetTextArray("mountables", m_Mountables);
2205 }
2206
2207 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2208 SetAllowDamage(true);
2209 }
2210
2211 override string GetInvulnerabilityTypeString()
2212 {
2213 return "disableBaseDamage";
2214 }
2215
2216 override bool CanObstruct()
2217 {
2218 return true;
2219 }
2220
2221 override int GetHideIconMask()
2222 {
2223 return EInventoryIconVisibility.HIDE_VICINITY;
2224 }
2225
2226 override void InitItemSounds()
2227 {
2228 super.InitItemSounds();
2229
2231 SoundParameters params = new SoundParameters();
2232 params.m_Loop = true;
2233
2234 if (GetFoldSoundset() != string.Empty)
2235 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2236 if (GetLoopFoldSoundset() != string.Empty)
2237 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2238 }
2239
2240 override string GetFoldSoundset()
2241 {
2242 return "putDown_FenceKit_SoundSet";
2243 }
2244
2245 override string GetLoopFoldSoundset()
2246 {
2247 return "Shelter_Site_Build_Loop_SoundSet";
2248 }
2249
2250 // --- SYNCHRONIZATION
2252 {
2253 if ( g_Game.IsServer() )
2254 {
2255 SetSynchDirty();
2256 }
2257 }
2258
2259 override void OnVariablesSynchronized()
2260 {
2261 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2262 super.OnVariablesSynchronized();
2263
2264 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2265 }
2266
2267 protected void OnSynchronizedClient()
2268 {
2269 //update parts
2271
2272 //update action on part
2274
2275 //update visuals (client)
2276 UpdateVisuals();
2277 }
2278
2279 //parts synchronization
2280 void RegisterPartForSync( int part_id )
2281 {
2282 //part_id must starts from index = 1
2283 int offset;
2284 int mask;
2285
2286 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2287 {
2288 offset = part_id - 1;
2289 mask = 1 << offset;
2290
2291 m_SyncParts01 = m_SyncParts01 | mask;
2292 }
2293 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2294 {
2295 offset = ( part_id % 32 );
2296 mask = 1 << offset;
2297
2298 m_SyncParts02 = m_SyncParts02 | mask;
2299 }
2300 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2301 {
2302 offset = ( part_id % 63 );
2303 mask = 1 << offset;
2304
2305 m_SyncParts03 = m_SyncParts03 | mask;
2306 }
2307 }
2308
2309 void UnregisterPartForSync( int part_id )
2310 {
2311 //part_id must starts from index = 1
2312 int offset;
2313 int mask;
2314
2315 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2316 {
2317 offset = part_id - 1;
2318 mask = 1 << offset;
2319
2320 m_SyncParts01 = m_SyncParts01 & ~mask;
2321 }
2322 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2323 {
2324 offset = ( part_id % 32 );
2325 mask = 1 << offset;
2326
2327 m_SyncParts02 = m_SyncParts02 & ~mask;
2328 }
2329 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2330 {
2331 offset = ( part_id % 63 );
2332 mask = 1 << offset;
2333
2334 m_SyncParts03 = m_SyncParts03 & ~mask;
2335 }
2336 }
2337
2338 bool IsPartBuildInSyncData( int part_id )
2339 {
2340 //part_id must starts from index = 1
2341 int offset;
2342 int mask;
2343
2344 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2345 {
2346 offset = part_id - 1;
2347 mask = 1 << offset;
2348
2349 if ( ( m_SyncParts01 & mask ) > 0 )
2350 {
2351 return true;
2352 }
2353 }
2354 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2355 {
2356 offset = ( part_id % 32 );
2357 mask = 1 << offset;
2358
2359 if ( ( m_SyncParts02 & mask ) > 0 )
2360 {
2361 return true;
2362 }
2363 }
2364 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2365 {
2366 offset = ( part_id % 63 );
2367 mask = 1 << offset;
2368
2369 if ( ( m_SyncParts03 & mask ) > 0 )
2370 {
2371 return true;
2372 }
2373 }
2374
2375 return false;
2376 }
2377
2378 protected void RegisterActionForSync( int part_id, int action_id )
2379 {
2380 m_InteractedPartId = part_id;
2381 m_PerformedActionId = action_id;
2382 }
2383
2384 protected void ResetActionSyncData()
2385 {
2386 //reset data
2387 m_InteractedPartId = -1;
2389 }
2390
2391 protected void SetActionFromSyncData()
2392 {
2393 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2394 {
2396 int build_action_id = m_PerformedActionId;
2397
2398 switch( build_action_id )
2399 {
2400 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2401 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2402 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2403 }
2404 }
2405 }
2406 //------
2407
2409 {
2410 string key = part.GetPartName();
2411 bool is_base = part.IsBase();
2412 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2413 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2414 if ( is_part_built_sync )
2415 {
2416 if ( !part.IsBuilt() )
2417 {
2418 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2419 GetConstruction().AddToConstructedParts( key );
2420 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2421
2422 if (is_base)
2423 {
2425 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2426 }
2427 }
2428 }
2429 else
2430 {
2431 if ( part.IsBuilt() )
2432 {
2433 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2434 GetConstruction().RemoveFromConstructedParts( key );
2435 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2436
2437 if (is_base)
2438 {
2440 AddProxyPhysics( ANIMATION_DEPLOYED );
2441 }
2442 }
2443 }
2444
2445 //check slot lock for material attachments
2446 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2447 }
2448
2449 //set construction parts based on synchronized data
2451 {
2452 Construction construction = GetConstruction();
2453 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2454
2455 for ( int i = 0; i < construction_parts.Count(); ++i )
2456 {
2457 string key = construction_parts.GetKey( i );
2458 ConstructionPart value = construction_parts.Get( key );
2459 SetPartFromSyncData(value);
2460 }
2461
2462 //regenerate navmesh
2463 UpdateNavmesh();
2464 }
2465
2466 protected ConstructionPart GetConstructionPartById( int id )
2467 {
2468 Construction construction = GetConstruction();
2469 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2470
2471 for ( int i = 0; i < construction_parts.Count(); ++i )
2472 {
2473 string key = construction_parts.GetKey( i );
2474 ConstructionPart value = construction_parts.Get( key );
2475
2476 if ( value.GetId() == id )
2477 {
2478 return value;
2479 }
2480 }
2481
2482 return NULL;
2483 }
2484 //
2485
2486 //Base
2487 bool HasBase()
2488 {
2489 return m_HasBase;
2490 }
2491
2492 void SetBaseState( bool has_base )
2493 {
2494 m_HasBase = has_base;
2495 }
2496
2497 override bool IsDeployable()
2498 {
2499 return true;
2500 }
2501
2502 bool IsOpened()
2503 {
2504 return false;
2505 }
2506
2507 //--- CONSTRUCTION KIT
2509 {
2510 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2511 if ( m_ConstructionKitHealth > 0 )
2512 {
2513 construction_kit.SetHealth( m_ConstructionKitHealth );
2514 }
2515
2516 return construction_kit;
2517 }
2518
2519 void CreateConstructionKitInHands(notnull PlayerBase player)
2520 {
2521 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2522 if ( m_ConstructionKitHealth > 0 )
2523 {
2524 construction_kit.SetHealth( m_ConstructionKitHealth );
2525 }
2526 }
2527
2528 protected vector GetKitSpawnPosition()
2529 {
2530 return GetPosition();
2531 }
2532
2533 protected string GetConstructionKitType()
2534 {
2535 return "";
2536 }
2537
2538 void DestroyConstructionKit( ItemBase construction_kit )
2539 {
2540 m_ConstructionKitHealth = construction_kit.GetHealth();
2541 g_Game.ObjectDelete( construction_kit );
2542 }
2543
2544 //--- CONSTRUCTION
2545 void DestroyConstruction()
2546 {
2547 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2548 g_Game.ObjectDelete( this );
2549 }
2550
2551 // --- EVENTS
2552 override void EEDelete(EntityAI parent)
2553 {
2554 super.EEDelete(parent);
2555
2556 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2557 {
2558 areaDamage.Destroy();
2559 }
2560
2561 }
2562
2563 override void OnStoreSave( ParamsWriteContext ctx )
2564 {
2565 super.OnStoreSave( ctx );
2566
2567 //sync parts 01
2568 ctx.Write( m_SyncParts01 );
2569 ctx.Write( m_SyncParts02 );
2570 ctx.Write( m_SyncParts03 );
2571
2572 ctx.Write( m_HasBase );
2573 }
2574
2575 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2576 {
2577 if ( !super.OnStoreLoad( ctx, version ) )
2578 return false;
2579
2580 //--- Base building data ---
2581 //Restore synced parts data
2582 if ( !ctx.Read( m_SyncParts01 ) )
2583 {
2584 m_SyncParts01 = 0; //set default
2585 return false;
2586 }
2587 if ( !ctx.Read( m_SyncParts02 ) )
2588 {
2589 m_SyncParts02 = 0; //set default
2590 return false;
2591 }
2592 if ( !ctx.Read( m_SyncParts03 ) )
2593 {
2594 m_SyncParts03 = 0; //set default
2595 return false;
2596 }
2597
2598 //has base
2599 if ( !ctx.Read( m_HasBase ) )
2600 {
2601 m_HasBase = false;
2602 return false;
2603 }
2604 //---
2605
2606 return true;
2607 }
2608
2609 override void AfterStoreLoad()
2610 {
2611 super.AfterStoreLoad();
2612
2614 {
2616 }
2617 }
2618
2620 {
2621 //update server data
2623
2624 //set base state
2625 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2626 SetBaseState( part.IsBuilt() ) ;
2627
2628 //synchronize after load
2630 }
2631
2632 override void OnCreatePhysics()
2633 {
2634 super.OnCreatePhysics();
2635
2636 ConstructionInit();
2638 }
2639
2640 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2641 {
2643 return;
2644
2645 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2646 }
2647
2648 override void EEOnAfterLoad()
2649 {
2651 {
2652 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2653 }
2654
2655 super.EEOnAfterLoad();
2656 }
2657
2658 override void EEItemAttached( EntityAI item, string slot_name )
2659 {
2660 super.EEItemAttached( item, slot_name );
2661
2662 CheckForHybridAttachments( item, slot_name );
2663 UpdateVisuals();
2664 UpdateAttachmentPhysics( slot_name, false );
2665 }
2666
2667 override void EEItemDetached( EntityAI item, string slot_name )
2668 {
2669 super.EEItemDetached( item, slot_name );
2670
2671 UpdateVisuals();
2672 UpdateAttachmentPhysics( slot_name, false );
2673 }
2674
2675 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2676 {
2677 string slot_name = InventorySlots.GetSlotName( slotId );
2678 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2679
2680 UpdateAttachmentVisuals( slot_name, locked );
2681 UpdateAttachmentPhysics( slot_name, locked );
2682 }
2683
2684 //ignore out of reach condition
2685 override bool IgnoreOutOfReachCondition()
2686 {
2687 return true;
2688 }
2689
2690 //CONSTRUCTION EVENTS
2691 //Build
2692 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2693 {
2694 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2695
2696 //check base state
2697 if (construtionPart.IsBase())
2698 {
2699 SetBaseState(true);
2700
2701 //spawn kit
2703 }
2704
2705 //register constructed parts for synchronization
2706 RegisterPartForSync(construtionPart.GetId());
2707
2708 //register action that was performed on part
2709 RegisterActionForSync(construtionPart.GetId(), action_id);
2710
2711 //synchronize
2713
2714 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2715
2716 UpdateNavmesh();
2717
2718 //update visuals
2719 UpdateVisuals();
2720
2721 //reset action sync data
2722 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2723 }
2724
2725 void OnPartBuiltClient(string part_name, int action_id)
2726 {
2727 //play sound
2728 SoundBuildStart( part_name );
2729 }
2730
2731 //Dismantle
2732 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2733 {
2734 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2735 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2736
2737 //register constructed parts for synchronization
2738 UnregisterPartForSync(construtionPart.GetId());
2739
2740 //register action that was performed on part
2741 RegisterActionForSync(construtionPart.GetId(), action_id);
2742
2743 //synchronize
2745
2746 // server part of sync, client will be synced from SetPartsFromSyncData
2747 SetPartFromSyncData(construtionPart);
2748
2749 UpdateNavmesh();
2750
2751 //update visuals
2752 UpdateVisuals();
2753
2754 //reset action sync data
2755 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2756
2757 //check base state
2758 if (construtionPart.IsBase())
2759 {
2760 //Destroy construction
2761 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2762 }
2763 }
2764
2765 void OnPartDismantledClient( string part_name, int action_id )
2766 {
2767 //play sound
2768 SoundDismantleStart( part_name );
2769 }
2770
2771 //Destroy
2772 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2773 {
2774 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2775 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2776
2777 //register constructed parts for synchronization
2778 UnregisterPartForSync(construtionPart.GetId());
2779
2780 //register action that was performed on part
2781 RegisterActionForSync(construtionPart.GetId(), action_id);
2782
2783 //synchronize
2785
2786 // server part of sync, client will be synced from SetPartsFromSyncData
2787 SetPartFromSyncData(construtionPart);
2788
2789 UpdateNavmesh();
2790
2791 //update visuals
2792 UpdateVisuals();
2793
2794 //reset action sync data
2795 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2796
2797 //check base state
2798 if (construtionPart.IsBase())
2799 {
2800 //Destroy construction
2801 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2802 }
2803 }
2804
2805 void OnPartDestroyedClient( string part_name, int action_id )
2806 {
2807 //play sound
2808 SoundDestroyStart( part_name );
2809 }
2810
2811 // --- UPDATE
2812 void InitBaseState()
2813 {
2814 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2815
2816 InitVisuals();
2817 UpdateNavmesh(); //regenerate navmesh
2818 }
2819
2820 void InitVisuals()
2821 {
2822 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2823 //check base
2824 if ( !HasBase() )
2825 {
2826 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2827 }
2828 else
2829 {
2830 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2831 }
2832
2833 GetConstruction().InitVisuals();
2834 }
2835
2836 void UpdateVisuals()
2837 {
2838 array<string> attachmentSlots = new array<string>;
2839
2840 GetAttachmentSlots(this, attachmentSlots);
2841 foreach (string slotName : attachmentSlots)
2842 {
2844 }
2845
2846 //check base
2847 if (!HasBase())
2848 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2849 else
2850 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2851
2852 GetConstruction().UpdateVisuals();
2853 }
2854
2855 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2856 {
2857 string slotNameMounted = slot_name + "_Mounted";
2858 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2859
2860 if (attachment)
2861 {
2862 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2863 if (barbedWire && barbedWire.IsMounted())
2864 CreateAreaDamage(slotNameMounted);
2865 else
2866 DestroyAreaDamage(slotNameMounted);
2867
2868 if (is_locked)
2869 {
2870 SetAnimationPhase(slotNameMounted, 0);
2871 SetAnimationPhase(slot_name, 1);
2872 }
2873 else
2874 {
2875 SetAnimationPhase(slotNameMounted, 1);
2876 SetAnimationPhase(slot_name, 0);
2877 }
2878 }
2879 else
2880 {
2881 SetAnimationPhase(slotNameMounted, 1);
2882 SetAnimationPhase(slot_name, 1);
2883
2884 DestroyAreaDamage(slotNameMounted);
2885 }
2886 }
2887
2888 // avoid calling this function on frequent occasions, it's a massive performance hit
2889 void UpdatePhysics()
2890 {
2892 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2893
2894 array<string> attachmentSlots = new array<string>;
2895 GetAttachmentSlots(this, attachmentSlots);
2896
2898 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2899
2900 foreach (string slotName : attachmentSlots)
2901 {
2903 }
2904
2905 //check base
2906 if (!HasBase())
2907 {
2909 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2910
2911 AddProxyPhysics(ANIMATION_DEPLOYED);
2912 }
2913 else
2914 {
2916 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2917
2918 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2919 }
2920
2921 GetConstruction().UpdatePhysics();
2922 UpdateNavmesh();
2923 }
2924
2925 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2926 {
2927 //checks for invalid appends; hotfix
2928 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2929 return;
2930 //----------------------------------
2931 string slot_name_mounted = slot_name + "_Mounted";
2932 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2933
2934 //remove proxy physics
2935 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2936 RemoveProxyPhysics( slot_name_mounted );
2937 RemoveProxyPhysics( slot_name );
2938
2939 if ( attachment )
2940 {
2941 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2942 if ( is_locked )
2943 {
2944 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2945 AddProxyPhysics( slot_name_mounted );
2946 }
2947 else
2948 {
2949 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2950 AddProxyPhysics( slot_name );
2951 }
2952 }
2953 }
2954
2955 protected void UpdateNavmesh()
2956 {
2957 SetAffectPathgraph( true, false );
2958 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2959 }
2960
2961 override bool CanUseConstruction()
2962 {
2963 return true;
2964 }
2965
2966 override bool CanUseConstructionBuild()
2967 {
2968 return true;
2969 }
2970
2971 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2972 {
2973 if ( attachment )
2974 {
2975 InventoryLocation inventory_location = new InventoryLocation;
2976 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2977
2978 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2979 }
2980
2981 return false;
2982 }
2983
2984 protected bool IsAttachmentSlotLocked( string slot_name )
2985 {
2986 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2987 }
2988
2989 //--- ATTACHMENT SLOTS
2990 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2991 {
2992 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2993 if ( g_Game.ConfigIsExisting( config_path ) )
2994 {
2995 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2996 }
2997 }
2998
2999 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3000 {
3001 return true;
3002 }
3003
3004 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3005 {
3006 return true;
3007 }
3008
3009 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3010 {
3011 return true;
3012 }
3013
3014 // --- INIT
3016 {
3017 m_Construction = new Construction(this);
3018 return m_Construction;
3019 }
3020
3022 {
3023 return m_Construction;
3024 }
3025
3027 {
3028 return Construction.Cast(m_Construction);
3029 }
3030
3032 {
3033 int attachment_count = GetInventory().AttachmentCount();
3034 if ( attachment_count > 0 )
3035 {
3036 if ( HasBase() && attachment_count == 1 )
3037 {
3038 return false;
3039 }
3040
3041 return true;
3042 }
3043
3044 return false;
3045 }
3046
3047 override bool ShowZonesHealth()
3048 {
3049 return true;
3050 }
3051
3052 override bool IsTakeable()
3053 {
3054 return false;
3055 }
3056
3057 //this into/outo parent.Cargo
3058 override bool CanPutInCargo( EntityAI parent )
3059 {
3060 return false;
3061 }
3062
3063 override bool CanRemoveFromCargo( EntityAI parent )
3064 {
3065 return false;
3066 }
3067
3068 //hands
3069 override bool CanPutIntoHands( EntityAI parent )
3070 {
3071 return false;
3072 }
3073
3074 //--- ACTION CONDITIONS
3075 //direction
3076 override bool IsFacingPlayer( PlayerBase player, string selection )
3077 {
3078 return true;
3079 }
3080
3081 override bool IsPlayerInside( PlayerBase player, string selection )
3082 {
3083 return true;
3084 }
3085
3088 {
3089 return false;
3090 }
3091
3092 //roof check
3093 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3094 {
3095 return false;
3096 }
3097
3098 //selection->player distance check
3099 bool HasProperDistance( string selection, PlayerBase player )
3100 {
3101 return true;
3102 }
3103
3104 //folding
3106 {
3107 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3108 {
3109 return false;
3110 }
3111
3112 return true;
3113 }
3114
3116 {
3119
3120 return item;
3121 }
3122
3123 //Damage triggers (barbed wire)
3124 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3125 {
3126 if ( g_Game && g_Game.IsServer() )
3127 {
3128 //destroy area damage if some already exists
3129 DestroyAreaDamage( slot_name );
3130
3131 //create new area damage
3133 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3134
3135 vector min_max[2];
3136 if ( MemoryPointExists( slot_name + "_min" ) )
3137 {
3138 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3139 }
3140 if ( MemoryPointExists( slot_name + "_max" ) )
3141 {
3142 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3143 }
3144
3145 //get proper trigger extents (min<max)
3146 vector extents[2];
3147 GetConstruction().GetTriggerExtents( min_max, extents );
3148
3149 //get box center
3150 vector center;
3151 center = GetConstruction().GetBoxCenter( min_max );
3152 center = ModelToWorld( center );
3153
3154 //rotate center if needed
3156 CalcDamageAreaRotation( rotation_angle, center, orientation );
3157
3158 areaDamage.SetExtents( extents[0], extents[1] );
3159 areaDamage.SetAreaPosition( center );
3160 areaDamage.SetAreaOrientation( orientation );
3161 areaDamage.SetLoopInterval( 1.0 );
3162 areaDamage.SetDeferDuration( 0.2 );
3163 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3164 areaDamage.SetAmmoName( "BarbedWireHit" );
3165 areaDamage.Spawn();
3166
3167 m_DamageTriggers.Insert( slot_name, areaDamage );
3168 }
3169 }
3170
3171 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3172 {
3173 if ( angle_deg != 0 )
3174 {
3175 //orientation
3176 orientation[0] = orientation[0] - angle_deg;
3177
3178 //center
3179 vector rotate_axis;
3180 if ( MemoryPointExists( "rotate_axis" ) )
3181 {
3182 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3183 }
3184 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];
3185 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];
3186 center[0] = r_center_x;
3187 center[2] = r_center_z;
3188 }
3189 }
3190
3191 void DestroyAreaDamage( string slot_name )
3192 {
3193 if (g_Game && g_Game.IsServer())
3194 {
3196 if (m_DamageTriggers.Find(slot_name, areaDamage))
3197 {
3198 if (areaDamage)
3199 {
3200 areaDamage.Destroy();
3201 }
3202
3203 m_DamageTriggers.Remove( slot_name );
3204 }
3205 }
3206 }
3207
3208 override bool IsIgnoredByConstruction()
3209 {
3210 return true;
3211 }
3212
3213 //================================================================
3214 // SOUNDS
3215 //================================================================
3216 protected void SoundBuildStart( string part_name )
3217 {
3218 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3219 }
3220
3221 protected void SoundDismantleStart( string part_name )
3222 {
3223 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3224 }
3225
3226 protected void SoundDestroyStart( string part_name )
3227 {
3228 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3229 }
3230
3231 protected string GetBuildSoundByMaterial( string part_name )
3232 {
3233 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3234
3235 switch ( material_type )
3236 {
3237 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3238 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3239 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3240 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3241 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3242 }
3243
3244 return "";
3245 }
3246
3247 protected string GetDismantleSoundByMaterial( string part_name )
3248 {
3249 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3250
3251 switch ( material_type )
3252 {
3253 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3254 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3255 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3256 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3257 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3258 }
3259
3260 return "";
3261 }
3262
3263 //misc
3264 void CheckForHybridAttachments( EntityAI item, string slot_name )
3265 {
3266 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3267 {
3268 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3269 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3270 {
3271 SetHealth(slot_name,"Health",item.GetHealth());
3272 }
3273 }
3274 }
3275
3276 override int GetDamageSystemVersionChange()
3277 {
3278 return 111;
3279 }
3280
3281 override void SetActions()
3282 {
3283 super.SetActions();
3284
3288 }
3289
3290 protected void DestroyConstructedParts()
3291 {
3292 Construction construction = GetConstruction();
3293 if (!construction)
3294 return;
3295
3296 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3297 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3298 {
3299 ConstructionPart part = constructionParts.GetElement(i);
3300 if (part && part.IsBuilt() && !part.IsUtilityPart())
3301 {
3302 construction.DestroyPartServer(null, part.GetPartName(), -1);
3303 }
3304 }
3305 }
3306
3307 protected void HandleFallingForConstructedParts()
3308 {
3309 Construction construction = GetConstruction();
3310 if (!construction)
3311 return;
3312
3313 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3314 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3315 {
3316 ConstructionPart part = constructionParts.GetElement(i);
3317 if (part && part.IsBuilt() && !part.IsUtilityPart())
3318 {
3319 construction.HandleEntityFalling(part.GetPartName());
3320 }
3321 }
3322 }
3323
3325 override void OnItemFallRebuilding()
3326 {
3327 if (!g_Game.IsServer())
3328 return;
3329
3332
3333 if (DestroyOnFall())
3334 {
3336 {
3338 }
3339 else
3340 {
3342 {
3344 }
3345 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3346 }
3347 }
3348 }
3349
3351 {
3352 if (HasAnyAttachmentsOrCargo())
3353 {
3355 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3356 }
3357 }
3358
3359 //================================================================
3360 // DEBUG
3361 //================================================================
3362
3365 {
3366 return null;
3367 }
3368
3369 override void OnDebugSpawn()
3370 {
3371 FullyBuild();
3372 }
3373
3374 void FullyBuild()
3375 {
3377 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3378
3379 Man p;
3380
3381 #ifdef SERVER
3382 array<Man> players = new array<Man>;
3383 g_Game.GetWorld().GetPlayerList(players);
3384 if (players.Count())
3385 p = players[0];
3386 #else
3387 p = g_Game.GetPlayer();
3388 #endif
3389
3390 foreach (ConstructionPart part : parts)
3391 {
3392 bool excluded = false;
3393 string partName = part.GetPartName();
3394 if (excludes)
3395 {
3396 foreach (string exclude : excludes)
3397 {
3398 if (partName.Contains(exclude))
3399 {
3400 excluded = true;
3401 break;
3402 }
3403 }
3404 }
3405
3406 if (!excluded)
3407 {
3408 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3409 }
3410 }
3411
3412 GetConstruction().UpdateVisuals();
3413 }
3414
3416 //Deprecated code playpen//
3418 [Obsolete("handled in the Construction component directly")]
3419 protected void HandleItemFalling(ConstructionPart part)
3420 {
3421 }
3422
3423 [Obsolete("handled in the Construction component directly")]
3424 protected void ItemFall(vector min, vector max)
3425 {
3426 }
3427
3428 [Obsolete("obsolete debug method")]
3429 protected void DebugCustomState()
3430 {
3431 }
3432}
3433
3434void bsbDebugPrint (string s)
3435{
3436#ifdef BSB_DEBUG
3437 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3438#else
3439 //Print("" + s); // comment/uncomment to hide/see debug logs
3440#endif
3441}
3442void bsbDebugSpam (string s)
3443{
3444#ifdef BSB_DEBUG_SPAM
3445 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3446#else
3447 //Print("" + s); // comment/uncomment to hide/see debug logs
3448#endif
3449}
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