DayZ 1.30
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◆ GetAttachmentSlots()

void bsbDebugPrint::GetAttachmentSlots ( EntityAI entity,
out array< string > attachment_slots )
protected

См. определение в файле BaseBuildingBase.c строка 2135

2137{
2138 const string ANIMATION_DEPLOYED = "Deployed";
2139
2140 float m_ConstructionKitHealth; //stored health value for used construction kit
2141
2142 bool m_HasBase;
2143 //variables for synchronization of base building parts (2x31 is the current limit)
2144 int m_SyncParts01; //synchronization for already built parts (31 parts)
2145 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2146 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2147 int m_InteractedPartId; //construction part id that an action was performed on
2148 int m_PerformedActionId; //action id that was performed on a construction part
2149 protected ref ConstructionBasic m_Construction;
2150
2151 //Sounds
2152 //build
2153 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2154 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2155 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2156 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2157 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2158 //dismantle
2159 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2160 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2161 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2162 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2163 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2164
2165 protected EffectSound m_Sound;
2166
2170
2171 // Constructor
2172 void BaseBuildingBase()
2173 {
2175
2176 //synchronized variables
2177 RegisterNetSyncVariableInt( "m_SyncParts01" );
2178 RegisterNetSyncVariableInt( "m_SyncParts02" );
2179 RegisterNetSyncVariableInt( "m_SyncParts03" );
2180 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2181 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2182 RegisterNetSyncVariableBool( "m_HasBase" );
2183
2184 //Construction init
2185 ConstructionInit();
2186
2187 if (ConfigIsExisting("hybridAttachments"))
2188 {
2190 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2191 }
2192 if (ConfigIsExisting("mountables"))
2193 {
2195 ConfigGetTextArray("mountables", m_Mountables);
2196 }
2197
2198 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2199 SetAllowDamage(true);
2200 }
2201
2202 override string GetInvulnerabilityTypeString()
2203 {
2204 return "disableBaseDamage";
2205 }
2206
2207 override bool CanObstruct()
2208 {
2209 return true;
2210 }
2211
2212 override int GetHideIconMask()
2213 {
2214 return EInventoryIconVisibility.HIDE_VICINITY;
2215 }
2216
2217 override void InitItemSounds()
2218 {
2219 super.InitItemSounds();
2220
2222 SoundParameters params = new SoundParameters();
2223 params.m_Loop = true;
2224
2225 if (GetFoldSoundset() != string.Empty)
2226 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2227 if (GetLoopFoldSoundset() != string.Empty)
2228 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2229 }
2230
2231 override string GetFoldSoundset()
2232 {
2233 return "putDown_FenceKit_SoundSet";
2234 }
2235
2236 override string GetLoopFoldSoundset()
2237 {
2238 return "Shelter_Site_Build_Loop_SoundSet";
2239 }
2240
2241 // --- SYNCHRONIZATION
2243 {
2244 if ( g_Game.IsServer() )
2245 {
2246 SetSynchDirty();
2247 }
2248 }
2249
2250 override void OnVariablesSynchronized()
2251 {
2252 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2253 super.OnVariablesSynchronized();
2254
2255 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2256 }
2257
2258 protected void OnSynchronizedClient()
2259 {
2260 //update parts
2262
2263 //update action on part
2265
2266 //update visuals (client)
2267 UpdateVisuals();
2268 }
2269
2270 //parts synchronization
2271 void RegisterPartForSync( int part_id )
2272 {
2273 //part_id must starts from index = 1
2274 int offset;
2275 int mask;
2276
2277 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2278 {
2279 offset = part_id - 1;
2280 mask = 1 << offset;
2281
2282 m_SyncParts01 = m_SyncParts01 | mask;
2283 }
2284 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2285 {
2286 offset = ( part_id % 32 );
2287 mask = 1 << offset;
2288
2289 m_SyncParts02 = m_SyncParts02 | mask;
2290 }
2291 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2292 {
2293 offset = ( part_id % 63 );
2294 mask = 1 << offset;
2295
2296 m_SyncParts03 = m_SyncParts03 | mask;
2297 }
2298 }
2299
2300 void UnregisterPartForSync( int part_id )
2301 {
2302 //part_id must starts from index = 1
2303 int offset;
2304 int mask;
2305
2306 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2307 {
2308 offset = part_id - 1;
2309 mask = 1 << offset;
2310
2311 m_SyncParts01 = m_SyncParts01 & ~mask;
2312 }
2313 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2314 {
2315 offset = ( part_id % 32 );
2316 mask = 1 << offset;
2317
2318 m_SyncParts02 = m_SyncParts02 & ~mask;
2319 }
2320 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2321 {
2322 offset = ( part_id % 63 );
2323 mask = 1 << offset;
2324
2325 m_SyncParts03 = m_SyncParts03 & ~mask;
2326 }
2327 }
2328
2329 bool IsPartBuildInSyncData( int part_id )
2330 {
2331 //part_id must starts from index = 1
2332 int offset;
2333 int mask;
2334
2335 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2336 {
2337 offset = part_id - 1;
2338 mask = 1 << offset;
2339
2340 if ( ( m_SyncParts01 & mask ) > 0 )
2341 {
2342 return true;
2343 }
2344 }
2345 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2346 {
2347 offset = ( part_id % 32 );
2348 mask = 1 << offset;
2349
2350 if ( ( m_SyncParts02 & mask ) > 0 )
2351 {
2352 return true;
2353 }
2354 }
2355 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2356 {
2357 offset = ( part_id % 63 );
2358 mask = 1 << offset;
2359
2360 if ( ( m_SyncParts03 & mask ) > 0 )
2361 {
2362 return true;
2363 }
2364 }
2365
2366 return false;
2367 }
2368
2369 protected void RegisterActionForSync( int part_id, int action_id )
2370 {
2371 m_InteractedPartId = part_id;
2372 m_PerformedActionId = action_id;
2373 }
2374
2375 protected void ResetActionSyncData()
2376 {
2377 //reset data
2378 m_InteractedPartId = -1;
2380 }
2381
2382 protected void SetActionFromSyncData()
2383 {
2384 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2385 {
2387 int build_action_id = m_PerformedActionId;
2388
2389 switch( build_action_id )
2390 {
2391 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2392 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2393 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2394 }
2395 }
2396 }
2397 //------
2398
2400 {
2401 string key = part.GetPartName();
2402 bool is_base = part.IsBase();
2403 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2404 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2405 if ( is_part_built_sync )
2406 {
2407 if ( !part.IsBuilt() )
2408 {
2409 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2410 GetConstruction().AddToConstructedParts( key );
2411 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2412
2413 if (is_base)
2414 {
2416 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2417 }
2418 }
2419 }
2420 else
2421 {
2422 if ( part.IsBuilt() )
2423 {
2424 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2425 GetConstruction().RemoveFromConstructedParts( key );
2426 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2427
2428 if (is_base)
2429 {
2431 AddProxyPhysics( ANIMATION_DEPLOYED );
2432 }
2433 }
2434 }
2435
2436 //check slot lock for material attachments
2437 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2438 }
2439
2440 //set construction parts based on synchronized data
2442 {
2443 Construction construction = GetConstruction();
2444 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2445
2446 for ( int i = 0; i < construction_parts.Count(); ++i )
2447 {
2448 string key = construction_parts.GetKey( i );
2449 ConstructionPart value = construction_parts.Get( key );
2450 SetPartFromSyncData(value);
2451 }
2452
2453 //regenerate navmesh
2454 UpdateNavmesh();
2455 }
2456
2457 protected ConstructionPart GetConstructionPartById( int id )
2458 {
2459 Construction construction = GetConstruction();
2460 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2461
2462 for ( int i = 0; i < construction_parts.Count(); ++i )
2463 {
2464 string key = construction_parts.GetKey( i );
2465 ConstructionPart value = construction_parts.Get( key );
2466
2467 if ( value.GetId() == id )
2468 {
2469 return value;
2470 }
2471 }
2472
2473 return NULL;
2474 }
2475 //
2476
2477 //Base
2478 bool HasBase()
2479 {
2480 return m_HasBase;
2481 }
2482
2483 void SetBaseState( bool has_base )
2484 {
2485 m_HasBase = has_base;
2486 }
2487
2488 override bool IsDeployable()
2489 {
2490 return true;
2491 }
2492
2493 bool IsOpened()
2494 {
2495 return false;
2496 }
2497
2498 //--- CONSTRUCTION KIT
2500 {
2501 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2502 if ( m_ConstructionKitHealth > 0 )
2503 {
2504 construction_kit.SetHealth( m_ConstructionKitHealth );
2505 }
2506
2507 return construction_kit;
2508 }
2509
2510 void CreateConstructionKitInHands(notnull PlayerBase player)
2511 {
2512 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2513 if ( m_ConstructionKitHealth > 0 )
2514 {
2515 construction_kit.SetHealth( m_ConstructionKitHealth );
2516 }
2517 }
2518
2519 protected vector GetKitSpawnPosition()
2520 {
2521 return GetPosition();
2522 }
2523
2524 protected string GetConstructionKitType()
2525 {
2526 return "";
2527 }
2528
2529 void DestroyConstructionKit( ItemBase construction_kit )
2530 {
2531 m_ConstructionKitHealth = construction_kit.GetHealth();
2532 g_Game.ObjectDelete( construction_kit );
2533 }
2534
2535 //--- CONSTRUCTION
2536 void DestroyConstruction()
2537 {
2538 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2539 g_Game.ObjectDelete( this );
2540 }
2541
2542 // --- EVENTS
2543 override void EEDelete(EntityAI parent)
2544 {
2545 super.EEDelete(parent);
2546
2547 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2548 {
2549 areaDamage.Destroy();
2550 }
2551
2552 }
2553
2554 override void OnStoreSave( ParamsWriteContext ctx )
2555 {
2556 super.OnStoreSave( ctx );
2557
2558 //sync parts 01
2559 ctx.Write( m_SyncParts01 );
2560 ctx.Write( m_SyncParts02 );
2561 ctx.Write( m_SyncParts03 );
2562
2563 ctx.Write( m_HasBase );
2564 }
2565
2566 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2567 {
2568 if ( !super.OnStoreLoad( ctx, version ) )
2569 return false;
2570
2571 //--- Base building data ---
2572 //Restore synced parts data
2573 if ( !ctx.Read( m_SyncParts01 ) )
2574 {
2575 m_SyncParts01 = 0; //set default
2576 return false;
2577 }
2578 if ( !ctx.Read( m_SyncParts02 ) )
2579 {
2580 m_SyncParts02 = 0; //set default
2581 return false;
2582 }
2583 if ( !ctx.Read( m_SyncParts03 ) )
2584 {
2585 m_SyncParts03 = 0; //set default
2586 return false;
2587 }
2588
2589 //has base
2590 if ( !ctx.Read( m_HasBase ) )
2591 {
2592 m_HasBase = false;
2593 return false;
2594 }
2595 //---
2596
2597 return true;
2598 }
2599
2600 override void AfterStoreLoad()
2601 {
2602 super.AfterStoreLoad();
2603
2605 {
2607 }
2608 }
2609
2611 {
2612 //update server data
2614
2615 //set base state
2616 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2617 SetBaseState( part.IsBuilt() ) ;
2618
2619 //synchronize after load
2621 }
2622
2623 override void OnCreatePhysics()
2624 {
2625 super.OnCreatePhysics();
2626
2627 ConstructionInit();
2629 }
2630
2631 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2632 {
2634 return;
2635
2636 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2637 }
2638
2639 override void EEOnAfterLoad()
2640 {
2642 {
2643 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2644 }
2645
2646 super.EEOnAfterLoad();
2647 }
2648
2649 override void EEItemAttached( EntityAI item, string slot_name )
2650 {
2651 super.EEItemAttached( item, slot_name );
2652
2653 CheckForHybridAttachments( item, slot_name );
2654 UpdateVisuals();
2655 UpdateAttachmentPhysics( slot_name, false );
2656 }
2657
2658 override void EEItemDetached( EntityAI item, string slot_name )
2659 {
2660 super.EEItemDetached( item, slot_name );
2661
2662 UpdateVisuals();
2663 UpdateAttachmentPhysics( slot_name, false );
2664 }
2665
2666 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2667 {
2668 string slot_name = InventorySlots.GetSlotName( slotId );
2669 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2670
2671 UpdateAttachmentVisuals( slot_name, locked );
2672 UpdateAttachmentPhysics( slot_name, locked );
2673 }
2674
2675 //ignore out of reach condition
2676 override bool IgnoreOutOfReachCondition()
2677 {
2678 return true;
2679 }
2680
2681 //CONSTRUCTION EVENTS
2682 //Build
2683 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2684 {
2685 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2686
2687 //check base state
2688 if (construtionPart.IsBase())
2689 {
2690 SetBaseState(true);
2691
2692 //spawn kit
2694 }
2695
2696 //register constructed parts for synchronization
2697 RegisterPartForSync(construtionPart.GetId());
2698
2699 //register action that was performed on part
2700 RegisterActionForSync(construtionPart.GetId(), action_id);
2701
2702 //synchronize
2704
2705 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2706
2707 UpdateNavmesh();
2708
2709 //update visuals
2710 UpdateVisuals();
2711
2712 //reset action sync data
2713 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2714 }
2715
2716 void OnPartBuiltClient(string part_name, int action_id)
2717 {
2718 //play sound
2719 SoundBuildStart( part_name );
2720 }
2721
2722 //Dismantle
2723 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2724 {
2725 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2726 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2727
2728 //register constructed parts for synchronization
2729 UnregisterPartForSync(construtionPart.GetId());
2730
2731 //register action that was performed on part
2732 RegisterActionForSync(construtionPart.GetId(), action_id);
2733
2734 //synchronize
2736
2737 // server part of sync, client will be synced from SetPartsFromSyncData
2738 SetPartFromSyncData(construtionPart);
2739
2740 UpdateNavmesh();
2741
2742 //update visuals
2743 UpdateVisuals();
2744
2745 //reset action sync data
2746 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2747
2748 //check base state
2749 if (construtionPart.IsBase())
2750 {
2751 //Destroy construction
2752 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2753 }
2754 }
2755
2756 void OnPartDismantledClient( string part_name, int action_id )
2757 {
2758 //play sound
2759 SoundDismantleStart( part_name );
2760 }
2761
2762 //Destroy
2763 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2764 {
2765 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2766 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2767
2768 //register constructed parts for synchronization
2769 UnregisterPartForSync(construtionPart.GetId());
2770
2771 //register action that was performed on part
2772 RegisterActionForSync(construtionPart.GetId(), action_id);
2773
2774 //synchronize
2776
2777 // server part of sync, client will be synced from SetPartsFromSyncData
2778 SetPartFromSyncData(construtionPart);
2779
2780 UpdateNavmesh();
2781
2782 //update visuals
2783 UpdateVisuals();
2784
2785 //reset action sync data
2786 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2787
2788 //check base state
2789 if (construtionPart.IsBase())
2790 {
2791 //Destroy construction
2792 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2793 }
2794 }
2795
2796 void OnPartDestroyedClient( string part_name, int action_id )
2797 {
2798 //play sound
2799 SoundDestroyStart( part_name );
2800 }
2801
2802 // --- UPDATE
2803 void InitBaseState()
2804 {
2805 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2806
2807 InitVisuals();
2808 UpdateNavmesh(); //regenerate navmesh
2809 }
2810
2811 void InitVisuals()
2812 {
2813 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2814 //check base
2815 if ( !HasBase() )
2816 {
2817 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2818 }
2819 else
2820 {
2821 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2822 }
2823
2824 GetConstruction().InitVisuals();
2825 }
2826
2827 void UpdateVisuals()
2828 {
2829 array<string> attachmentSlots = new array<string>;
2830
2831 GetAttachmentSlots(this, attachmentSlots);
2832 foreach (string slotName : attachmentSlots)
2833 {
2835 }
2836
2837 //check base
2838 if (!HasBase())
2839 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2840 else
2841 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2842
2843 GetConstruction().UpdateVisuals();
2844 }
2845
2846 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2847 {
2848 string slotNameMounted = slot_name + "_Mounted";
2849 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2850
2851 if (attachment)
2852 {
2853 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2854 if (barbedWire && barbedWire.IsMounted())
2855 CreateAreaDamage(slotNameMounted);
2856 else
2857 DestroyAreaDamage(slotNameMounted);
2858
2859 if (is_locked)
2860 {
2861 SetAnimationPhase(slotNameMounted, 0);
2862 SetAnimationPhase(slot_name, 1);
2863 }
2864 else
2865 {
2866 SetAnimationPhase(slotNameMounted, 1);
2867 SetAnimationPhase(slot_name, 0);
2868 }
2869 }
2870 else
2871 {
2872 SetAnimationPhase(slotNameMounted, 1);
2873 SetAnimationPhase(slot_name, 1);
2874
2875 DestroyAreaDamage(slotNameMounted);
2876 }
2877 }
2878
2879 // avoid calling this function on frequent occasions, it's a massive performance hit
2880 void UpdatePhysics()
2881 {
2883 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2884
2885 array<string> attachmentSlots = new array<string>;
2886 GetAttachmentSlots(this, attachmentSlots);
2887
2889 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2890
2891 foreach (string slotName : attachmentSlots)
2892 {
2894 }
2895
2896 //check base
2897 if (!HasBase())
2898 {
2900 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2901
2902 AddProxyPhysics(ANIMATION_DEPLOYED);
2903 }
2904 else
2905 {
2907 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2908
2909 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2910 }
2911
2912 GetConstruction().UpdatePhysics();
2913 UpdateNavmesh();
2914 }
2915
2916 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2917 {
2918 //checks for invalid appends; hotfix
2919 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2920 return;
2921 //----------------------------------
2922 string slot_name_mounted = slot_name + "_Mounted";
2923 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2924
2925 //remove proxy physics
2926 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2927 RemoveProxyPhysics( slot_name_mounted );
2928 RemoveProxyPhysics( slot_name );
2929
2930 if ( attachment )
2931 {
2932 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2933 if ( is_locked )
2934 {
2935 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2936 AddProxyPhysics( slot_name_mounted );
2937 }
2938 else
2939 {
2940 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2941 AddProxyPhysics( slot_name );
2942 }
2943 }
2944 }
2945
2946 protected void UpdateNavmesh()
2947 {
2948 SetAffectPathgraph( true, false );
2949 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2950 }
2951
2952 override bool CanUseConstruction()
2953 {
2954 return true;
2955 }
2956
2957 override bool CanUseConstructionBuild()
2958 {
2959 return true;
2960 }
2961
2962 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2963 {
2964 if ( attachment )
2965 {
2966 InventoryLocation inventory_location = new InventoryLocation;
2967 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2968
2969 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2970 }
2971
2972 return false;
2973 }
2974
2975 protected bool IsAttachmentSlotLocked( string slot_name )
2976 {
2977 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2978 }
2979
2980 //--- ATTACHMENT SLOTS
2981 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2982 {
2983 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2984 if ( g_Game.ConfigIsExisting( config_path ) )
2985 {
2986 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2987 }
2988 }
2989
2990 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2991 {
2992 return true;
2993 }
2994
2995 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2996 {
2997 return true;
2998 }
2999
3000 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3001 {
3002 return true;
3003 }
3004
3005 // --- INIT
3007 {
3008 m_Construction = new Construction(this);
3009 return m_Construction;
3010 }
3011
3013 {
3014 return m_Construction;
3015 }
3016
3018 {
3019 return Construction.Cast(m_Construction);
3020 }
3021
3023 {
3024 int attachment_count = GetInventory().AttachmentCount();
3025 if ( attachment_count > 0 )
3026 {
3027 if ( HasBase() && attachment_count == 1 )
3028 {
3029 return false;
3030 }
3031
3032 return true;
3033 }
3034
3035 return false;
3036 }
3037
3038 override bool ShowZonesHealth()
3039 {
3040 return true;
3041 }
3042
3043 override bool IsTakeable()
3044 {
3045 return false;
3046 }
3047
3048 //this into/outo parent.Cargo
3049 override bool CanPutInCargo( EntityAI parent )
3050 {
3051 return false;
3052 }
3053
3054 override bool CanRemoveFromCargo( EntityAI parent )
3055 {
3056 return false;
3057 }
3058
3059 //hands
3060 override bool CanPutIntoHands( EntityAI parent )
3061 {
3062 return false;
3063 }
3064
3065 //--- ACTION CONDITIONS
3066 //direction
3067 override bool IsFacingPlayer( PlayerBase player, string selection )
3068 {
3069 return true;
3070 }
3071
3072 override bool IsPlayerInside( PlayerBase player, string selection )
3073 {
3074 return true;
3075 }
3076
3079 {
3080 return false;
3081 }
3082
3083 //roof check
3084 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3085 {
3086 return false;
3087 }
3088
3089 //selection->player distance check
3090 bool HasProperDistance( string selection, PlayerBase player )
3091 {
3092 return true;
3093 }
3094
3095 //folding
3097 {
3098 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3099 {
3100 return false;
3101 }
3102
3103 return true;
3104 }
3105
3107 {
3110
3111 return item;
3112 }
3113
3114 //Damage triggers (barbed wire)
3115 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3116 {
3117 if ( g_Game && g_Game.IsServer() )
3118 {
3119 //destroy area damage if some already exists
3120 DestroyAreaDamage( slot_name );
3121
3122 //create new area damage
3124 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3125
3126 vector min_max[2];
3127 if ( MemoryPointExists( slot_name + "_min" ) )
3128 {
3129 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3130 }
3131 if ( MemoryPointExists( slot_name + "_max" ) )
3132 {
3133 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3134 }
3135
3136 //get proper trigger extents (min<max)
3137 vector extents[2];
3138 GetConstruction().GetTriggerExtents( min_max, extents );
3139
3140 //get box center
3141 vector center;
3142 center = GetConstruction().GetBoxCenter( min_max );
3143 center = ModelToWorld( center );
3144
3145 //rotate center if needed
3147 CalcDamageAreaRotation( rotation_angle, center, orientation );
3148
3149 areaDamage.SetExtents( extents[0], extents[1] );
3150 areaDamage.SetAreaPosition( center );
3151 areaDamage.SetAreaOrientation( orientation );
3152 areaDamage.SetLoopInterval( 1.0 );
3153 areaDamage.SetDeferDuration( 0.2 );
3154 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3155 areaDamage.SetAmmoName( "BarbedWireHit" );
3156 areaDamage.Spawn();
3157
3158 m_DamageTriggers.Insert( slot_name, areaDamage );
3159 }
3160 }
3161
3162 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3163 {
3164 if ( angle_deg != 0 )
3165 {
3166 //orientation
3167 orientation[0] = orientation[0] - angle_deg;
3168
3169 //center
3170 vector rotate_axis;
3171 if ( MemoryPointExists( "rotate_axis" ) )
3172 {
3173 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3174 }
3175 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];
3176 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];
3177 center[0] = r_center_x;
3178 center[2] = r_center_z;
3179 }
3180 }
3181
3182 void DestroyAreaDamage( string slot_name )
3183 {
3184 if (g_Game && g_Game.IsServer())
3185 {
3187 if (m_DamageTriggers.Find(slot_name, areaDamage))
3188 {
3189 if (areaDamage)
3190 {
3191 areaDamage.Destroy();
3192 }
3193
3194 m_DamageTriggers.Remove( slot_name );
3195 }
3196 }
3197 }
3198
3199 override bool IsIgnoredByConstruction()
3200 {
3201 return true;
3202 }
3203
3204 //================================================================
3205 // SOUNDS
3206 //================================================================
3207 protected void SoundBuildStart( string part_name )
3208 {
3209 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3210 }
3211
3212 protected void SoundDismantleStart( string part_name )
3213 {
3214 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3215 }
3216
3217 protected void SoundDestroyStart( string part_name )
3218 {
3219 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3220 }
3221
3222 protected string GetBuildSoundByMaterial( string part_name )
3223 {
3224 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3225
3226 switch ( material_type )
3227 {
3228 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3229 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3230 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3231 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3232 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3233 }
3234
3235 return "";
3236 }
3237
3238 protected string GetDismantleSoundByMaterial( string part_name )
3239 {
3240 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3241
3242 switch ( material_type )
3243 {
3244 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3245 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3246 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3247 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3248 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3249 }
3250
3251 return "";
3252 }
3253
3254 //misc
3255 void CheckForHybridAttachments( EntityAI item, string slot_name )
3256 {
3257 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3258 {
3259 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3260 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3261 {
3262 SetHealth(slot_name,"Health",item.GetHealth());
3263 }
3264 }
3265 }
3266
3267 override int GetDamageSystemVersionChange()
3268 {
3269 return 111;
3270 }
3271
3272 override void SetActions()
3273 {
3274 super.SetActions();
3275
3279 }
3280
3281 protected void DestroyConstructedParts()
3282 {
3283 Construction construction = GetConstruction();
3284 if (!construction)
3285 return;
3286
3287 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3288 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3289 {
3290 ConstructionPart part = constructionParts.GetElement(i);
3291 if (part && part.IsBuilt() && !part.IsUtilityPart())
3292 {
3293 construction.DestroyPartServer(null, part.GetPartName(), -1);
3294 }
3295 }
3296 }
3297
3298 protected void HandleFallingForConstructedParts()
3299 {
3300 Construction construction = GetConstruction();
3301 if (!construction)
3302 return;
3303
3304 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3305 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3306 {
3307 ConstructionPart part = constructionParts.GetElement(i);
3308 if (part && part.IsBuilt() && !part.IsUtilityPart())
3309 {
3310 construction.HandleEntityFalling(part.GetPartName());
3311 }
3312 }
3313 }
3314
3316 override void OnItemFallRebuilding()
3317 {
3318 if (!g_Game.IsServer())
3319 return;
3320
3323
3324 if (DestroyOnFall())
3325 {
3327 {
3329 }
3330 else
3331 {
3333 {
3335 }
3336 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3337 }
3338 }
3339 }
3340
3342 {
3343 if (HasAnyAttachmentsOrCargo())
3344 {
3346 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3347 }
3348 }
3349
3350 //================================================================
3351 // DEBUG
3352 //================================================================
3353
3356 {
3357 return null;
3358 }
3359
3360 override void OnDebugSpawn()
3361 {
3362 FullyBuild();
3363 }
3364
3365 void FullyBuild()
3366 {
3368 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3369
3370 Man p;
3371
3372 #ifdef SERVER
3373 array<Man> players = new array<Man>;
3374 g_Game.GetWorld().GetPlayerList(players);
3375 if (players.Count())
3376 p = players[0];
3377 #else
3378 p = g_Game.GetPlayer();
3379 #endif
3380
3381 foreach (ConstructionPart part : parts)
3382 {
3383 bool excluded = false;
3384 string partName = part.GetPartName();
3385 if (excludes)
3386 {
3387 foreach (string exclude : excludes)
3388 {
3389 if (partName.Contains(exclude))
3390 {
3391 excluded = true;
3392 break;
3393 }
3394 }
3395 }
3396
3397 if (!excluded)
3398 {
3399 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3400 }
3401 }
3402
3403 GetConstruction().UpdateVisuals();
3404 }
3405
3407 //Deprecated code playpen//
3409 [Obsolete("handled in the Construction component directly")]
3410 protected void HandleItemFalling(ConstructionPart part)
3411 {
3412 }
3413
3414 [Obsolete("handled in the Construction component directly")]
3415 protected void ItemFall(vector min, vector max)
3416 {
3417 }
3418
3419 [Obsolete("obsolete debug method")]
3420 protected void DebugCustomState()
3421 {
3422 }
3423}
3424
3425void bsbDebugPrint (string s)
3426{
3427#ifdef BSB_DEBUG
3428 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3429#else
3430 //Print("" + s); // comment/uncomment to hide/see debug logs
3431#endif
3432}
3433void bsbDebugSpam (string s)
3434{
3435#ifdef BSB_DEBUG_SPAM
3436 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3437#else
3438 //Print("" + s); // comment/uncomment to hide/see debug logs
3439#endif
3440}
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

Используется в ItemBase::UpdatePhysics() и ItemBase::UpdateVisuals().