DayZ 1.30
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◆ IsDeployable()

override bool bsbDebugPrint::IsDeployable ( )
protected

См. определение в файле BaseBuildingBase.c строка 1642

1644{
1645 const string ANIMATION_DEPLOYED = "Deployed";
1646
1647 float m_ConstructionKitHealth; //stored health value for used construction kit
1648
1649 bool m_HasBase;
1650 //variables for synchronization of base building parts (2x31 is the current limit)
1651 int m_SyncParts01; //synchronization for already built parts (31 parts)
1652 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1653 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1654 int m_InteractedPartId; //construction part id that an action was performed on
1655 int m_PerformedActionId; //action id that was performed on a construction part
1656 protected ref ConstructionBasic m_Construction;
1657
1658 //Sounds
1659 //build
1660 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1661 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1662 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1663 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1664 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1665 //dismantle
1666 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1667 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1668 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1669 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1670 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1671
1672 protected EffectSound m_Sound;
1673
1677
1678 // Constructor
1679 void BaseBuildingBase()
1680 {
1682
1683 //synchronized variables
1684 RegisterNetSyncVariableInt( "m_SyncParts01" );
1685 RegisterNetSyncVariableInt( "m_SyncParts02" );
1686 RegisterNetSyncVariableInt( "m_SyncParts03" );
1687 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1688 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1689 RegisterNetSyncVariableBool( "m_HasBase" );
1690
1691 //Construction init
1692 ConstructionInit();
1693
1694 if (ConfigIsExisting("hybridAttachments"))
1695 {
1697 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1698 }
1699 if (ConfigIsExisting("mountables"))
1700 {
1702 ConfigGetTextArray("mountables", m_Mountables);
1703 }
1704
1705 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1706 SetAllowDamage(true);
1707 }
1708
1709 override string GetInvulnerabilityTypeString()
1710 {
1711 return "disableBaseDamage";
1712 }
1713
1714 override bool CanObstruct()
1715 {
1716 return true;
1717 }
1718
1719 override int GetHideIconMask()
1720 {
1721 return EInventoryIconVisibility.HIDE_VICINITY;
1722 }
1723
1724 override void InitItemSounds()
1725 {
1726 super.InitItemSounds();
1727
1729 SoundParameters params = new SoundParameters();
1730 params.m_Loop = true;
1731
1732 if (GetFoldSoundset() != string.Empty)
1733 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1734 if (GetLoopFoldSoundset() != string.Empty)
1735 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1736 }
1737
1738 override string GetFoldSoundset()
1739 {
1740 return "putDown_FenceKit_SoundSet";
1741 }
1742
1743 override string GetLoopFoldSoundset()
1744 {
1745 return "Shelter_Site_Build_Loop_SoundSet";
1746 }
1747
1748 // --- SYNCHRONIZATION
1750 {
1751 if ( g_Game.IsServer() )
1752 {
1753 SetSynchDirty();
1754 }
1755 }
1756
1757 override void OnVariablesSynchronized()
1758 {
1759 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1760 super.OnVariablesSynchronized();
1761
1762 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1763 }
1764
1765 protected void OnSynchronizedClient()
1766 {
1767 //update parts
1769
1770 //update action on part
1772
1773 //update visuals (client)
1774 UpdateVisuals();
1775 }
1776
1777 //parts synchronization
1778 void RegisterPartForSync( int part_id )
1779 {
1780 //part_id must starts from index = 1
1781 int offset;
1782 int mask;
1783
1784 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1785 {
1786 offset = part_id - 1;
1787 mask = 1 << offset;
1788
1789 m_SyncParts01 = m_SyncParts01 | mask;
1790 }
1791 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1792 {
1793 offset = ( part_id % 32 );
1794 mask = 1 << offset;
1795
1796 m_SyncParts02 = m_SyncParts02 | mask;
1797 }
1798 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1799 {
1800 offset = ( part_id % 63 );
1801 mask = 1 << offset;
1802
1803 m_SyncParts03 = m_SyncParts03 | mask;
1804 }
1805 }
1806
1807 void UnregisterPartForSync( int part_id )
1808 {
1809 //part_id must starts from index = 1
1810 int offset;
1811 int mask;
1812
1813 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1814 {
1815 offset = part_id - 1;
1816 mask = 1 << offset;
1817
1818 m_SyncParts01 = m_SyncParts01 & ~mask;
1819 }
1820 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1821 {
1822 offset = ( part_id % 32 );
1823 mask = 1 << offset;
1824
1825 m_SyncParts02 = m_SyncParts02 & ~mask;
1826 }
1827 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1828 {
1829 offset = ( part_id % 63 );
1830 mask = 1 << offset;
1831
1832 m_SyncParts03 = m_SyncParts03 & ~mask;
1833 }
1834 }
1835
1836 bool IsPartBuildInSyncData( int part_id )
1837 {
1838 //part_id must starts from index = 1
1839 int offset;
1840 int mask;
1841
1842 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1843 {
1844 offset = part_id - 1;
1845 mask = 1 << offset;
1846
1847 if ( ( m_SyncParts01 & mask ) > 0 )
1848 {
1849 return true;
1850 }
1851 }
1852 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1853 {
1854 offset = ( part_id % 32 );
1855 mask = 1 << offset;
1856
1857 if ( ( m_SyncParts02 & mask ) > 0 )
1858 {
1859 return true;
1860 }
1861 }
1862 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1863 {
1864 offset = ( part_id % 63 );
1865 mask = 1 << offset;
1866
1867 if ( ( m_SyncParts03 & mask ) > 0 )
1868 {
1869 return true;
1870 }
1871 }
1872
1873 return false;
1874 }
1875
1876 protected void RegisterActionForSync( int part_id, int action_id )
1877 {
1878 m_InteractedPartId = part_id;
1879 m_PerformedActionId = action_id;
1880 }
1881
1882 protected void ResetActionSyncData()
1883 {
1884 //reset data
1885 m_InteractedPartId = -1;
1887 }
1888
1889 protected void SetActionFromSyncData()
1890 {
1891 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1892 {
1894 int build_action_id = m_PerformedActionId;
1895
1896 switch( build_action_id )
1897 {
1898 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1899 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1900 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1901 }
1902 }
1903 }
1904 //------
1905
1907 {
1908 string key = part.GetPartName();
1909 bool is_base = part.IsBase();
1910 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1911 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1912 if ( is_part_built_sync )
1913 {
1914 if ( !part.IsBuilt() )
1915 {
1916 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1917 GetConstruction().AddToConstructedParts( key );
1918 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1919
1920 if (is_base)
1921 {
1923 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1924 }
1925 }
1926 }
1927 else
1928 {
1929 if ( part.IsBuilt() )
1930 {
1931 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1932 GetConstruction().RemoveFromConstructedParts( key );
1933 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1934
1935 if (is_base)
1936 {
1938 AddProxyPhysics( ANIMATION_DEPLOYED );
1939 }
1940 }
1941 }
1942
1943 //check slot lock for material attachments
1944 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1945 }
1946
1947 //set construction parts based on synchronized data
1949 {
1950 Construction construction = GetConstruction();
1951 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1952
1953 for ( int i = 0; i < construction_parts.Count(); ++i )
1954 {
1955 string key = construction_parts.GetKey( i );
1956 ConstructionPart value = construction_parts.Get( key );
1957 SetPartFromSyncData(value);
1958 }
1959
1960 //regenerate navmesh
1961 UpdateNavmesh();
1962 }
1963
1964 protected ConstructionPart GetConstructionPartById( int id )
1965 {
1966 Construction construction = GetConstruction();
1967 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1968
1969 for ( int i = 0; i < construction_parts.Count(); ++i )
1970 {
1971 string key = construction_parts.GetKey( i );
1972 ConstructionPart value = construction_parts.Get( key );
1973
1974 if ( value.GetId() == id )
1975 {
1976 return value;
1977 }
1978 }
1979
1980 return NULL;
1981 }
1982 //
1983
1984 //Base
1985 bool HasBase()
1986 {
1987 return m_HasBase;
1988 }
1989
1990 void SetBaseState( bool has_base )
1991 {
1992 m_HasBase = has_base;
1993 }
1994
1995 override bool IsDeployable()
1996 {
1997 return true;
1998 }
1999
2000 bool IsOpened()
2001 {
2002 return false;
2003 }
2004
2005 //--- CONSTRUCTION KIT
2007 {
2008 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2009 if ( m_ConstructionKitHealth > 0 )
2010 {
2011 construction_kit.SetHealth( m_ConstructionKitHealth );
2012 }
2013
2014 return construction_kit;
2015 }
2016
2017 void CreateConstructionKitInHands(notnull PlayerBase player)
2018 {
2019 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2020 if ( m_ConstructionKitHealth > 0 )
2021 {
2022 construction_kit.SetHealth( m_ConstructionKitHealth );
2023 }
2024 }
2025
2026 protected vector GetKitSpawnPosition()
2027 {
2028 return GetPosition();
2029 }
2030
2031 protected string GetConstructionKitType()
2032 {
2033 return "";
2034 }
2035
2036 void DestroyConstructionKit( ItemBase construction_kit )
2037 {
2038 m_ConstructionKitHealth = construction_kit.GetHealth();
2039 g_Game.ObjectDelete( construction_kit );
2040 }
2041
2042 //--- CONSTRUCTION
2043 void DestroyConstruction()
2044 {
2045 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2046 g_Game.ObjectDelete( this );
2047 }
2048
2049 // --- EVENTS
2050 override void EEDelete(EntityAI parent)
2051 {
2052 super.EEDelete(parent);
2053
2054 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2055 {
2056 areaDamage.Destroy();
2057 }
2058
2059 }
2060
2061 override void OnStoreSave( ParamsWriteContext ctx )
2062 {
2063 super.OnStoreSave( ctx );
2064
2065 //sync parts 01
2066 ctx.Write( m_SyncParts01 );
2067 ctx.Write( m_SyncParts02 );
2068 ctx.Write( m_SyncParts03 );
2069
2070 ctx.Write( m_HasBase );
2071 }
2072
2073 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2074 {
2075 if ( !super.OnStoreLoad( ctx, version ) )
2076 return false;
2077
2078 //--- Base building data ---
2079 //Restore synced parts data
2080 if ( !ctx.Read( m_SyncParts01 ) )
2081 {
2082 m_SyncParts01 = 0; //set default
2083 return false;
2084 }
2085 if ( !ctx.Read( m_SyncParts02 ) )
2086 {
2087 m_SyncParts02 = 0; //set default
2088 return false;
2089 }
2090 if ( !ctx.Read( m_SyncParts03 ) )
2091 {
2092 m_SyncParts03 = 0; //set default
2093 return false;
2094 }
2095
2096 //has base
2097 if ( !ctx.Read( m_HasBase ) )
2098 {
2099 m_HasBase = false;
2100 return false;
2101 }
2102 //---
2103
2104 return true;
2105 }
2106
2107 override void AfterStoreLoad()
2108 {
2109 super.AfterStoreLoad();
2110
2112 {
2114 }
2115 }
2116
2118 {
2119 //update server data
2121
2122 //set base state
2123 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2124 SetBaseState( part.IsBuilt() ) ;
2125
2126 //synchronize after load
2128 }
2129
2130 override void OnCreatePhysics()
2131 {
2132 super.OnCreatePhysics();
2133
2134 ConstructionInit();
2136 }
2137
2138 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2139 {
2141 return;
2142
2143 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2144 }
2145
2146 override void EEOnAfterLoad()
2147 {
2149 {
2150 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2151 }
2152
2153 super.EEOnAfterLoad();
2154 }
2155
2156 override void EEItemAttached( EntityAI item, string slot_name )
2157 {
2158 super.EEItemAttached( item, slot_name );
2159
2160 CheckForHybridAttachments( item, slot_name );
2161 UpdateVisuals();
2162 UpdateAttachmentPhysics( slot_name, false );
2163 }
2164
2165 override void EEItemDetached( EntityAI item, string slot_name )
2166 {
2167 super.EEItemDetached( item, slot_name );
2168
2169 UpdateVisuals();
2170 UpdateAttachmentPhysics( slot_name, false );
2171 }
2172
2173 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2174 {
2175 string slot_name = InventorySlots.GetSlotName( slotId );
2176 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2177
2178 UpdateAttachmentVisuals( slot_name, locked );
2179 UpdateAttachmentPhysics( slot_name, locked );
2180 }
2181
2182 //ignore out of reach condition
2183 override bool IgnoreOutOfReachCondition()
2184 {
2185 return true;
2186 }
2187
2188 //CONSTRUCTION EVENTS
2189 //Build
2190 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2191 {
2192 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2193
2194 //check base state
2195 if (construtionPart.IsBase())
2196 {
2197 SetBaseState(true);
2198
2199 //spawn kit
2201 }
2202
2203 //register constructed parts for synchronization
2204 RegisterPartForSync(construtionPart.GetId());
2205
2206 //register action that was performed on part
2207 RegisterActionForSync(construtionPart.GetId(), action_id);
2208
2209 //synchronize
2211
2212 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2213
2214 UpdateNavmesh();
2215
2216 //update visuals
2217 UpdateVisuals();
2218
2219 //reset action sync data
2220 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2221 }
2222
2223 void OnPartBuiltClient(string part_name, int action_id)
2224 {
2225 //play sound
2226 SoundBuildStart( part_name );
2227 }
2228
2229 //Dismantle
2230 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2231 {
2232 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2233 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2234
2235 //register constructed parts for synchronization
2236 UnregisterPartForSync(construtionPart.GetId());
2237
2238 //register action that was performed on part
2239 RegisterActionForSync(construtionPart.GetId(), action_id);
2240
2241 //synchronize
2243
2244 // server part of sync, client will be synced from SetPartsFromSyncData
2245 SetPartFromSyncData(construtionPart);
2246
2247 UpdateNavmesh();
2248
2249 //update visuals
2250 UpdateVisuals();
2251
2252 //reset action sync data
2253 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2254
2255 //check base state
2256 if (construtionPart.IsBase())
2257 {
2258 //Destroy construction
2259 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2260 }
2261 }
2262
2263 void OnPartDismantledClient( string part_name, int action_id )
2264 {
2265 //play sound
2266 SoundDismantleStart( part_name );
2267 }
2268
2269 //Destroy
2270 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2271 {
2272 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2273 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2274
2275 //register constructed parts for synchronization
2276 UnregisterPartForSync(construtionPart.GetId());
2277
2278 //register action that was performed on part
2279 RegisterActionForSync(construtionPart.GetId(), action_id);
2280
2281 //synchronize
2283
2284 // server part of sync, client will be synced from SetPartsFromSyncData
2285 SetPartFromSyncData(construtionPart);
2286
2287 UpdateNavmesh();
2288
2289 //update visuals
2290 UpdateVisuals();
2291
2292 //reset action sync data
2293 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2294
2295 //check base state
2296 if (construtionPart.IsBase())
2297 {
2298 //Destroy construction
2299 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2300 }
2301 }
2302
2303 void OnPartDestroyedClient( string part_name, int action_id )
2304 {
2305 //play sound
2306 SoundDestroyStart( part_name );
2307 }
2308
2309 // --- UPDATE
2310 void InitBaseState()
2311 {
2312 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2313
2314 InitVisuals();
2315 UpdateNavmesh(); //regenerate navmesh
2316 }
2317
2318 void InitVisuals()
2319 {
2320 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2321 //check base
2322 if ( !HasBase() )
2323 {
2324 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2325 }
2326 else
2327 {
2328 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2329 }
2330
2331 GetConstruction().InitVisuals();
2332 }
2333
2334 void UpdateVisuals()
2335 {
2336 array<string> attachmentSlots = new array<string>;
2337
2338 GetAttachmentSlots(this, attachmentSlots);
2339 foreach (string slotName : attachmentSlots)
2340 {
2342 }
2343
2344 //check base
2345 if (!HasBase())
2346 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2347 else
2348 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2349
2350 GetConstruction().UpdateVisuals();
2351 }
2352
2353 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2354 {
2355 string slotNameMounted = slot_name + "_Mounted";
2356 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2357
2358 if (attachment)
2359 {
2360 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2361 if (barbedWire && barbedWire.IsMounted())
2362 CreateAreaDamage(slotNameMounted);
2363 else
2364 DestroyAreaDamage(slotNameMounted);
2365
2366 if (is_locked)
2367 {
2368 SetAnimationPhase(slotNameMounted, 0);
2369 SetAnimationPhase(slot_name, 1);
2370 }
2371 else
2372 {
2373 SetAnimationPhase(slotNameMounted, 1);
2374 SetAnimationPhase(slot_name, 0);
2375 }
2376 }
2377 else
2378 {
2379 SetAnimationPhase(slotNameMounted, 1);
2380 SetAnimationPhase(slot_name, 1);
2381
2382 DestroyAreaDamage(slotNameMounted);
2383 }
2384 }
2385
2386 // avoid calling this function on frequent occasions, it's a massive performance hit
2387 void UpdatePhysics()
2388 {
2390 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2391
2392 array<string> attachmentSlots = new array<string>;
2393 GetAttachmentSlots(this, attachmentSlots);
2394
2396 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2397
2398 foreach (string slotName : attachmentSlots)
2399 {
2401 }
2402
2403 //check base
2404 if (!HasBase())
2405 {
2407 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2408
2409 AddProxyPhysics(ANIMATION_DEPLOYED);
2410 }
2411 else
2412 {
2414 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2415
2416 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2417 }
2418
2419 GetConstruction().UpdatePhysics();
2420 UpdateNavmesh();
2421 }
2422
2423 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2424 {
2425 //checks for invalid appends; hotfix
2426 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2427 return;
2428 //----------------------------------
2429 string slot_name_mounted = slot_name + "_Mounted";
2430 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2431
2432 //remove proxy physics
2433 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2434 RemoveProxyPhysics( slot_name_mounted );
2435 RemoveProxyPhysics( slot_name );
2436
2437 if ( attachment )
2438 {
2439 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2440 if ( is_locked )
2441 {
2442 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2443 AddProxyPhysics( slot_name_mounted );
2444 }
2445 else
2446 {
2447 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2448 AddProxyPhysics( slot_name );
2449 }
2450 }
2451 }
2452
2453 protected void UpdateNavmesh()
2454 {
2455 SetAffectPathgraph( true, false );
2456 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2457 }
2458
2459 override bool CanUseConstruction()
2460 {
2461 return true;
2462 }
2463
2464 override bool CanUseConstructionBuild()
2465 {
2466 return true;
2467 }
2468
2469 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2470 {
2471 if ( attachment )
2472 {
2473 InventoryLocation inventory_location = new InventoryLocation;
2474 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2475
2476 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2477 }
2478
2479 return false;
2480 }
2481
2482 protected bool IsAttachmentSlotLocked( string slot_name )
2483 {
2484 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2485 }
2486
2487 //--- ATTACHMENT SLOTS
2488 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2489 {
2490 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2491 if ( g_Game.ConfigIsExisting( config_path ) )
2492 {
2493 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2494 }
2495 }
2496
2497 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2498 {
2499 return true;
2500 }
2501
2502 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2503 {
2504 return true;
2505 }
2506
2507 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2508 {
2509 return true;
2510 }
2511
2512 // --- INIT
2514 {
2515 m_Construction = new Construction(this);
2516 return m_Construction;
2517 }
2518
2520 {
2521 return m_Construction;
2522 }
2523
2525 {
2526 return Construction.Cast(m_Construction);
2527 }
2528
2530 {
2531 int attachment_count = GetInventory().AttachmentCount();
2532 if ( attachment_count > 0 )
2533 {
2534 if ( HasBase() && attachment_count == 1 )
2535 {
2536 return false;
2537 }
2538
2539 return true;
2540 }
2541
2542 return false;
2543 }
2544
2545 override bool ShowZonesHealth()
2546 {
2547 return true;
2548 }
2549
2550 override bool IsTakeable()
2551 {
2552 return false;
2553 }
2554
2555 //this into/outo parent.Cargo
2556 override bool CanPutInCargo( EntityAI parent )
2557 {
2558 return false;
2559 }
2560
2561 override bool CanRemoveFromCargo( EntityAI parent )
2562 {
2563 return false;
2564 }
2565
2566 //hands
2567 override bool CanPutIntoHands( EntityAI parent )
2568 {
2569 return false;
2570 }
2571
2572 //--- ACTION CONDITIONS
2573 //direction
2574 override bool IsFacingPlayer( PlayerBase player, string selection )
2575 {
2576 return true;
2577 }
2578
2579 override bool IsPlayerInside( PlayerBase player, string selection )
2580 {
2581 return true;
2582 }
2583
2586 {
2587 return false;
2588 }
2589
2590 //roof check
2591 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2592 {
2593 return false;
2594 }
2595
2596 //selection->player distance check
2597 bool HasProperDistance( string selection, PlayerBase player )
2598 {
2599 return true;
2600 }
2601
2602 //folding
2604 {
2605 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2606 {
2607 return false;
2608 }
2609
2610 return true;
2611 }
2612
2614 {
2617
2618 return item;
2619 }
2620
2621 //Damage triggers (barbed wire)
2622 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2623 {
2624 if ( g_Game && g_Game.IsServer() )
2625 {
2626 //destroy area damage if some already exists
2627 DestroyAreaDamage( slot_name );
2628
2629 //create new area damage
2631 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2632
2633 vector min_max[2];
2634 if ( MemoryPointExists( slot_name + "_min" ) )
2635 {
2636 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2637 }
2638 if ( MemoryPointExists( slot_name + "_max" ) )
2639 {
2640 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2641 }
2642
2643 //get proper trigger extents (min<max)
2644 vector extents[2];
2645 GetConstruction().GetTriggerExtents( min_max, extents );
2646
2647 //get box center
2648 vector center;
2649 center = GetConstruction().GetBoxCenter( min_max );
2650 center = ModelToWorld( center );
2651
2652 //rotate center if needed
2654 CalcDamageAreaRotation( rotation_angle, center, orientation );
2655
2656 areaDamage.SetExtents( extents[0], extents[1] );
2657 areaDamage.SetAreaPosition( center );
2658 areaDamage.SetAreaOrientation( orientation );
2659 areaDamage.SetLoopInterval( 1.0 );
2660 areaDamage.SetDeferDuration( 0.2 );
2661 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2662 areaDamage.SetAmmoName( "BarbedWireHit" );
2663 areaDamage.Spawn();
2664
2665 m_DamageTriggers.Insert( slot_name, areaDamage );
2666 }
2667 }
2668
2669 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2670 {
2671 if ( angle_deg != 0 )
2672 {
2673 //orientation
2674 orientation[0] = orientation[0] - angle_deg;
2675
2676 //center
2677 vector rotate_axis;
2678 if ( MemoryPointExists( "rotate_axis" ) )
2679 {
2680 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2681 }
2682 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];
2683 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];
2684 center[0] = r_center_x;
2685 center[2] = r_center_z;
2686 }
2687 }
2688
2689 void DestroyAreaDamage( string slot_name )
2690 {
2691 if (g_Game && g_Game.IsServer())
2692 {
2694 if (m_DamageTriggers.Find(slot_name, areaDamage))
2695 {
2696 if (areaDamage)
2697 {
2698 areaDamage.Destroy();
2699 }
2700
2701 m_DamageTriggers.Remove( slot_name );
2702 }
2703 }
2704 }
2705
2706 override bool IsIgnoredByConstruction()
2707 {
2708 return true;
2709 }
2710
2711 //================================================================
2712 // SOUNDS
2713 //================================================================
2714 protected void SoundBuildStart( string part_name )
2715 {
2716 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2717 }
2718
2719 protected void SoundDismantleStart( string part_name )
2720 {
2721 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2722 }
2723
2724 protected void SoundDestroyStart( string part_name )
2725 {
2726 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2727 }
2728
2729 protected string GetBuildSoundByMaterial( string part_name )
2730 {
2731 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2732
2733 switch ( material_type )
2734 {
2735 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2736 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2737 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2738 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2739 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2740 }
2741
2742 return "";
2743 }
2744
2745 protected string GetDismantleSoundByMaterial( string part_name )
2746 {
2747 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2748
2749 switch ( material_type )
2750 {
2751 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2752 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2753 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2754 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2755 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2756 }
2757
2758 return "";
2759 }
2760
2761 //misc
2762 void CheckForHybridAttachments( EntityAI item, string slot_name )
2763 {
2764 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2765 {
2766 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2767 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2768 {
2769 SetHealth(slot_name,"Health",item.GetHealth());
2770 }
2771 }
2772 }
2773
2774 override int GetDamageSystemVersionChange()
2775 {
2776 return 111;
2777 }
2778
2779 override void SetActions()
2780 {
2781 super.SetActions();
2782
2786 }
2787
2788 protected void DestroyConstructedParts()
2789 {
2790 Construction construction = GetConstruction();
2791 if (!construction)
2792 return;
2793
2794 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2795 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2796 {
2797 ConstructionPart part = constructionParts.GetElement(i);
2798 if (part && part.IsBuilt() && !part.IsUtilityPart())
2799 {
2800 construction.DestroyPartServer(null, part.GetPartName(), -1);
2801 }
2802 }
2803 }
2804
2805 protected void HandleFallingForConstructedParts()
2806 {
2807 Construction construction = GetConstruction();
2808 if (!construction)
2809 return;
2810
2811 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2812 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2813 {
2814 ConstructionPart part = constructionParts.GetElement(i);
2815 if (part && part.IsBuilt() && !part.IsUtilityPart())
2816 {
2817 construction.HandleEntityFalling(part.GetPartName());
2818 }
2819 }
2820 }
2821
2823 override void OnItemFallRebuilding()
2824 {
2825 if (!g_Game.IsServer())
2826 return;
2827
2830
2831 if (DestroyOnFall())
2832 {
2834 {
2836 }
2837 else
2838 {
2840 {
2842 }
2843 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2844 }
2845 }
2846 }
2847
2849 {
2850 if (HasAnyAttachmentsOrCargo())
2851 {
2853 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2854 }
2855 }
2856
2857 //================================================================
2858 // DEBUG
2859 //================================================================
2860
2863 {
2864 return null;
2865 }
2866
2867 override void OnDebugSpawn()
2868 {
2869 FullyBuild();
2870 }
2871
2872 void FullyBuild()
2873 {
2875 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2876
2877 Man p;
2878
2879 #ifdef SERVER
2880 array<Man> players = new array<Man>;
2881 g_Game.GetWorld().GetPlayerList(players);
2882 if (players.Count())
2883 p = players[0];
2884 #else
2885 p = g_Game.GetPlayer();
2886 #endif
2887
2888 foreach (ConstructionPart part : parts)
2889 {
2890 bool excluded = false;
2891 string partName = part.GetPartName();
2892 if (excludes)
2893 {
2894 foreach (string exclude : excludes)
2895 {
2896 if (partName.Contains(exclude))
2897 {
2898 excluded = true;
2899 break;
2900 }
2901 }
2902 }
2903
2904 if (!excluded)
2905 {
2906 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2907 }
2908 }
2909
2910 GetConstruction().UpdateVisuals();
2911 }
2912
2914 //Deprecated code playpen//
2916 [Obsolete("handled in the Construction component directly")]
2917 protected void HandleItemFalling(ConstructionPart part)
2918 {
2919 }
2920
2921 [Obsolete("handled in the Construction component directly")]
2922 protected void ItemFall(vector min, vector max)
2923 {
2924 }
2925
2926 [Obsolete("obsolete debug method")]
2927 protected void DebugCustomState()
2928 {
2929 }
2930}
2931
2932void bsbDebugPrint (string s)
2933{
2934#ifdef BSB_DEBUG
2935 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2936#else
2937 //Print("" + s); // comment/uncomment to hide/see debug logs
2938#endif
2939}
2940void bsbDebugSpam (string s)
2941{
2942#ifdef BSB_DEBUG_SPAM
2943 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2944#else
2945 //Print("" + s); // comment/uncomment to hide/see debug logs
2946#endif
2947}
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