DayZ 1.30
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ OnPartDestroyedClient()

void bsbDebugPrint::OnPartDestroyedClient ( string part_name,
int action_id )
protected

См. определение в файле BaseBuildingBase.c строка 1950

1952{
1953 const string ANIMATION_DEPLOYED = "Deployed";
1954
1955 float m_ConstructionKitHealth; //stored health value for used construction kit
1956
1957 bool m_HasBase;
1958 //variables for synchronization of base building parts (2x31 is the current limit)
1959 int m_SyncParts01; //synchronization for already built parts (31 parts)
1960 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1961 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1962 int m_InteractedPartId; //construction part id that an action was performed on
1963 int m_PerformedActionId; //action id that was performed on a construction part
1964 protected ref ConstructionBasic m_Construction;
1965
1966 //Sounds
1967 //build
1968 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1969 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1970 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1971 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1972 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1973 //dismantle
1974 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1975 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1976 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1977 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1978 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1979
1980 protected EffectSound m_Sound;
1981
1985
1986 // Constructor
1987 void BaseBuildingBase()
1988 {
1990
1991 //synchronized variables
1992 RegisterNetSyncVariableInt( "m_SyncParts01" );
1993 RegisterNetSyncVariableInt( "m_SyncParts02" );
1994 RegisterNetSyncVariableInt( "m_SyncParts03" );
1995 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1996 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1997 RegisterNetSyncVariableBool( "m_HasBase" );
1998
1999 //Construction init
2000 ConstructionInit();
2001
2002 if (ConfigIsExisting("hybridAttachments"))
2003 {
2005 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2006 }
2007 if (ConfigIsExisting("mountables"))
2008 {
2010 ConfigGetTextArray("mountables", m_Mountables);
2011 }
2012
2013 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2014 SetAllowDamage(true);
2015 }
2016
2017 override string GetInvulnerabilityTypeString()
2018 {
2019 return "disableBaseDamage";
2020 }
2021
2022 override bool CanObstruct()
2023 {
2024 return true;
2025 }
2026
2027 override int GetHideIconMask()
2028 {
2029 return EInventoryIconVisibility.HIDE_VICINITY;
2030 }
2031
2032 override void InitItemSounds()
2033 {
2034 super.InitItemSounds();
2035
2037 SoundParameters params = new SoundParameters();
2038 params.m_Loop = true;
2039
2040 if (GetFoldSoundset() != string.Empty)
2041 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2042 if (GetLoopFoldSoundset() != string.Empty)
2043 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2044 }
2045
2046 override string GetFoldSoundset()
2047 {
2048 return "putDown_FenceKit_SoundSet";
2049 }
2050
2051 override string GetLoopFoldSoundset()
2052 {
2053 return "Shelter_Site_Build_Loop_SoundSet";
2054 }
2055
2056 // --- SYNCHRONIZATION
2058 {
2059 if ( g_Game.IsServer() )
2060 {
2061 SetSynchDirty();
2062 }
2063 }
2064
2065 override void OnVariablesSynchronized()
2066 {
2067 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2068 super.OnVariablesSynchronized();
2069
2070 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2071 }
2072
2073 protected void OnSynchronizedClient()
2074 {
2075 //update parts
2077
2078 //update action on part
2080
2081 //update visuals (client)
2082 UpdateVisuals();
2083 }
2084
2085 //parts synchronization
2086 void RegisterPartForSync( int part_id )
2087 {
2088 //part_id must starts from index = 1
2089 int offset;
2090 int mask;
2091
2092 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2093 {
2094 offset = part_id - 1;
2095 mask = 1 << offset;
2096
2097 m_SyncParts01 = m_SyncParts01 | mask;
2098 }
2099 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2100 {
2101 offset = ( part_id % 32 );
2102 mask = 1 << offset;
2103
2104 m_SyncParts02 = m_SyncParts02 | mask;
2105 }
2106 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2107 {
2108 offset = ( part_id % 63 );
2109 mask = 1 << offset;
2110
2111 m_SyncParts03 = m_SyncParts03 | mask;
2112 }
2113 }
2114
2115 void UnregisterPartForSync( int part_id )
2116 {
2117 //part_id must starts from index = 1
2118 int offset;
2119 int mask;
2120
2121 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2122 {
2123 offset = part_id - 1;
2124 mask = 1 << offset;
2125
2126 m_SyncParts01 = m_SyncParts01 & ~mask;
2127 }
2128 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2129 {
2130 offset = ( part_id % 32 );
2131 mask = 1 << offset;
2132
2133 m_SyncParts02 = m_SyncParts02 & ~mask;
2134 }
2135 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2136 {
2137 offset = ( part_id % 63 );
2138 mask = 1 << offset;
2139
2140 m_SyncParts03 = m_SyncParts03 & ~mask;
2141 }
2142 }
2143
2144 bool IsPartBuildInSyncData( int part_id )
2145 {
2146 //part_id must starts from index = 1
2147 int offset;
2148 int mask;
2149
2150 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2151 {
2152 offset = part_id - 1;
2153 mask = 1 << offset;
2154
2155 if ( ( m_SyncParts01 & mask ) > 0 )
2156 {
2157 return true;
2158 }
2159 }
2160 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2161 {
2162 offset = ( part_id % 32 );
2163 mask = 1 << offset;
2164
2165 if ( ( m_SyncParts02 & mask ) > 0 )
2166 {
2167 return true;
2168 }
2169 }
2170 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2171 {
2172 offset = ( part_id % 63 );
2173 mask = 1 << offset;
2174
2175 if ( ( m_SyncParts03 & mask ) > 0 )
2176 {
2177 return true;
2178 }
2179 }
2180
2181 return false;
2182 }
2183
2184 protected void RegisterActionForSync( int part_id, int action_id )
2185 {
2186 m_InteractedPartId = part_id;
2187 m_PerformedActionId = action_id;
2188 }
2189
2190 protected void ResetActionSyncData()
2191 {
2192 //reset data
2193 m_InteractedPartId = -1;
2195 }
2196
2197 protected void SetActionFromSyncData()
2198 {
2199 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2200 {
2202 int build_action_id = m_PerformedActionId;
2203
2204 switch( build_action_id )
2205 {
2206 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2207 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2208 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2209 }
2210 }
2211 }
2212 //------
2213
2215 {
2216 string key = part.GetPartName();
2217 bool is_base = part.IsBase();
2218 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2219 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2220 if ( is_part_built_sync )
2221 {
2222 if ( !part.IsBuilt() )
2223 {
2224 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2225 GetConstruction().AddToConstructedParts( key );
2226 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2227
2228 if (is_base)
2229 {
2231 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2232 }
2233 }
2234 }
2235 else
2236 {
2237 if ( part.IsBuilt() )
2238 {
2239 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2240 GetConstruction().RemoveFromConstructedParts( key );
2241 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2242
2243 if (is_base)
2244 {
2246 AddProxyPhysics( ANIMATION_DEPLOYED );
2247 }
2248 }
2249 }
2250
2251 //check slot lock for material attachments
2252 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2253 }
2254
2255 //set construction parts based on synchronized data
2257 {
2258 Construction construction = GetConstruction();
2259 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2260
2261 for ( int i = 0; i < construction_parts.Count(); ++i )
2262 {
2263 string key = construction_parts.GetKey( i );
2264 ConstructionPart value = construction_parts.Get( key );
2265 SetPartFromSyncData(value);
2266 }
2267
2268 //regenerate navmesh
2269 UpdateNavmesh();
2270 }
2271
2272 protected ConstructionPart GetConstructionPartById( int id )
2273 {
2274 Construction construction = GetConstruction();
2275 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2276
2277 for ( int i = 0; i < construction_parts.Count(); ++i )
2278 {
2279 string key = construction_parts.GetKey( i );
2280 ConstructionPart value = construction_parts.Get( key );
2281
2282 if ( value.GetId() == id )
2283 {
2284 return value;
2285 }
2286 }
2287
2288 return NULL;
2289 }
2290 //
2291
2292 //Base
2293 bool HasBase()
2294 {
2295 return m_HasBase;
2296 }
2297
2298 void SetBaseState( bool has_base )
2299 {
2300 m_HasBase = has_base;
2301 }
2302
2303 override bool IsDeployable()
2304 {
2305 return true;
2306 }
2307
2308 bool IsOpened()
2309 {
2310 return false;
2311 }
2312
2313 //--- CONSTRUCTION KIT
2315 {
2316 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2317 if ( m_ConstructionKitHealth > 0 )
2318 {
2319 construction_kit.SetHealth( m_ConstructionKitHealth );
2320 }
2321
2322 return construction_kit;
2323 }
2324
2325 void CreateConstructionKitInHands(notnull PlayerBase player)
2326 {
2327 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2328 if ( m_ConstructionKitHealth > 0 )
2329 {
2330 construction_kit.SetHealth( m_ConstructionKitHealth );
2331 }
2332 }
2333
2334 protected vector GetKitSpawnPosition()
2335 {
2336 return GetPosition();
2337 }
2338
2339 protected string GetConstructionKitType()
2340 {
2341 return "";
2342 }
2343
2344 void DestroyConstructionKit( ItemBase construction_kit )
2345 {
2346 m_ConstructionKitHealth = construction_kit.GetHealth();
2347 g_Game.ObjectDelete( construction_kit );
2348 }
2349
2350 //--- CONSTRUCTION
2351 void DestroyConstruction()
2352 {
2353 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2354 g_Game.ObjectDelete( this );
2355 }
2356
2357 // --- EVENTS
2358 override void EEDelete(EntityAI parent)
2359 {
2360 super.EEDelete(parent);
2361
2362 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2363 {
2364 areaDamage.Destroy();
2365 }
2366
2367 }
2368
2369 override void OnStoreSave( ParamsWriteContext ctx )
2370 {
2371 super.OnStoreSave( ctx );
2372
2373 //sync parts 01
2374 ctx.Write( m_SyncParts01 );
2375 ctx.Write( m_SyncParts02 );
2376 ctx.Write( m_SyncParts03 );
2377
2378 ctx.Write( m_HasBase );
2379 }
2380
2381 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2382 {
2383 if ( !super.OnStoreLoad( ctx, version ) )
2384 return false;
2385
2386 //--- Base building data ---
2387 //Restore synced parts data
2388 if ( !ctx.Read( m_SyncParts01 ) )
2389 {
2390 m_SyncParts01 = 0; //set default
2391 return false;
2392 }
2393 if ( !ctx.Read( m_SyncParts02 ) )
2394 {
2395 m_SyncParts02 = 0; //set default
2396 return false;
2397 }
2398 if ( !ctx.Read( m_SyncParts03 ) )
2399 {
2400 m_SyncParts03 = 0; //set default
2401 return false;
2402 }
2403
2404 //has base
2405 if ( !ctx.Read( m_HasBase ) )
2406 {
2407 m_HasBase = false;
2408 return false;
2409 }
2410 //---
2411
2412 return true;
2413 }
2414
2415 override void AfterStoreLoad()
2416 {
2417 super.AfterStoreLoad();
2418
2420 {
2422 }
2423 }
2424
2426 {
2427 //update server data
2429
2430 //set base state
2431 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2432 SetBaseState( part.IsBuilt() ) ;
2433
2434 //synchronize after load
2436 }
2437
2438 override void OnCreatePhysics()
2439 {
2440 super.OnCreatePhysics();
2441
2442 ConstructionInit();
2444 }
2445
2446 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2447 {
2449 return;
2450
2451 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2452 }
2453
2454 override void EEOnAfterLoad()
2455 {
2457 {
2458 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2459 }
2460
2461 super.EEOnAfterLoad();
2462 }
2463
2464 override void EEItemAttached( EntityAI item, string slot_name )
2465 {
2466 super.EEItemAttached( item, slot_name );
2467
2468 CheckForHybridAttachments( item, slot_name );
2469 UpdateVisuals();
2470 UpdateAttachmentPhysics( slot_name, false );
2471 }
2472
2473 override void EEItemDetached( EntityAI item, string slot_name )
2474 {
2475 super.EEItemDetached( item, slot_name );
2476
2477 UpdateVisuals();
2478 UpdateAttachmentPhysics( slot_name, false );
2479 }
2480
2481 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2482 {
2483 string slot_name = InventorySlots.GetSlotName( slotId );
2484 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2485
2486 UpdateAttachmentVisuals( slot_name, locked );
2487 UpdateAttachmentPhysics( slot_name, locked );
2488 }
2489
2490 //ignore out of reach condition
2491 override bool IgnoreOutOfReachCondition()
2492 {
2493 return true;
2494 }
2495
2496 //CONSTRUCTION EVENTS
2497 //Build
2498 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2499 {
2500 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2501
2502 //check base state
2503 if (construtionPart.IsBase())
2504 {
2505 SetBaseState(true);
2506
2507 //spawn kit
2509 }
2510
2511 //register constructed parts for synchronization
2512 RegisterPartForSync(construtionPart.GetId());
2513
2514 //register action that was performed on part
2515 RegisterActionForSync(construtionPart.GetId(), action_id);
2516
2517 //synchronize
2519
2520 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2521
2522 UpdateNavmesh();
2523
2524 //update visuals
2525 UpdateVisuals();
2526
2527 //reset action sync data
2528 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2529 }
2530
2531 void OnPartBuiltClient(string part_name, int action_id)
2532 {
2533 //play sound
2534 SoundBuildStart( part_name );
2535 }
2536
2537 //Dismantle
2538 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2539 {
2540 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2541 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2542
2543 //register constructed parts for synchronization
2544 UnregisterPartForSync(construtionPart.GetId());
2545
2546 //register action that was performed on part
2547 RegisterActionForSync(construtionPart.GetId(), action_id);
2548
2549 //synchronize
2551
2552 // server part of sync, client will be synced from SetPartsFromSyncData
2553 SetPartFromSyncData(construtionPart);
2554
2555 UpdateNavmesh();
2556
2557 //update visuals
2558 UpdateVisuals();
2559
2560 //reset action sync data
2561 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2562
2563 //check base state
2564 if (construtionPart.IsBase())
2565 {
2566 //Destroy construction
2567 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2568 }
2569 }
2570
2571 void OnPartDismantledClient( string part_name, int action_id )
2572 {
2573 //play sound
2574 SoundDismantleStart( part_name );
2575 }
2576
2577 //Destroy
2578 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2579 {
2580 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2581 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2582
2583 //register constructed parts for synchronization
2584 UnregisterPartForSync(construtionPart.GetId());
2585
2586 //register action that was performed on part
2587 RegisterActionForSync(construtionPart.GetId(), action_id);
2588
2589 //synchronize
2591
2592 // server part of sync, client will be synced from SetPartsFromSyncData
2593 SetPartFromSyncData(construtionPart);
2594
2595 UpdateNavmesh();
2596
2597 //update visuals
2598 UpdateVisuals();
2599
2600 //reset action sync data
2601 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2602
2603 //check base state
2604 if (construtionPart.IsBase())
2605 {
2606 //Destroy construction
2607 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2608 }
2609 }
2610
2611 void OnPartDestroyedClient( string part_name, int action_id )
2612 {
2613 //play sound
2614 SoundDestroyStart( part_name );
2615 }
2616
2617 // --- UPDATE
2618 void InitBaseState()
2619 {
2620 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2621
2622 InitVisuals();
2623 UpdateNavmesh(); //regenerate navmesh
2624 }
2625
2626 void InitVisuals()
2627 {
2628 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2629 //check base
2630 if ( !HasBase() )
2631 {
2632 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2633 }
2634 else
2635 {
2636 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2637 }
2638
2639 GetConstruction().InitVisuals();
2640 }
2641
2642 void UpdateVisuals()
2643 {
2644 array<string> attachmentSlots = new array<string>;
2645
2646 GetAttachmentSlots(this, attachmentSlots);
2647 foreach (string slotName : attachmentSlots)
2648 {
2650 }
2651
2652 //check base
2653 if (!HasBase())
2654 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2655 else
2656 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2657
2658 GetConstruction().UpdateVisuals();
2659 }
2660
2661 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2662 {
2663 string slotNameMounted = slot_name + "_Mounted";
2664 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2665
2666 if (attachment)
2667 {
2668 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2669 if (barbedWire && barbedWire.IsMounted())
2670 CreateAreaDamage(slotNameMounted);
2671 else
2672 DestroyAreaDamage(slotNameMounted);
2673
2674 if (is_locked)
2675 {
2676 SetAnimationPhase(slotNameMounted, 0);
2677 SetAnimationPhase(slot_name, 1);
2678 }
2679 else
2680 {
2681 SetAnimationPhase(slotNameMounted, 1);
2682 SetAnimationPhase(slot_name, 0);
2683 }
2684 }
2685 else
2686 {
2687 SetAnimationPhase(slotNameMounted, 1);
2688 SetAnimationPhase(slot_name, 1);
2689
2690 DestroyAreaDamage(slotNameMounted);
2691 }
2692 }
2693
2694 // avoid calling this function on frequent occasions, it's a massive performance hit
2695 void UpdatePhysics()
2696 {
2698 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2699
2700 array<string> attachmentSlots = new array<string>;
2701 GetAttachmentSlots(this, attachmentSlots);
2702
2704 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2705
2706 foreach (string slotName : attachmentSlots)
2707 {
2709 }
2710
2711 //check base
2712 if (!HasBase())
2713 {
2715 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2716
2717 AddProxyPhysics(ANIMATION_DEPLOYED);
2718 }
2719 else
2720 {
2722 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2723
2724 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2725 }
2726
2727 GetConstruction().UpdatePhysics();
2728 UpdateNavmesh();
2729 }
2730
2731 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2732 {
2733 //checks for invalid appends; hotfix
2734 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2735 return;
2736 //----------------------------------
2737 string slot_name_mounted = slot_name + "_Mounted";
2738 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2739
2740 //remove proxy physics
2741 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2742 RemoveProxyPhysics( slot_name_mounted );
2743 RemoveProxyPhysics( slot_name );
2744
2745 if ( attachment )
2746 {
2747 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2748 if ( is_locked )
2749 {
2750 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2751 AddProxyPhysics( slot_name_mounted );
2752 }
2753 else
2754 {
2755 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2756 AddProxyPhysics( slot_name );
2757 }
2758 }
2759 }
2760
2761 protected void UpdateNavmesh()
2762 {
2763 SetAffectPathgraph( true, false );
2764 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2765 }
2766
2767 override bool CanUseConstruction()
2768 {
2769 return true;
2770 }
2771
2772 override bool CanUseConstructionBuild()
2773 {
2774 return true;
2775 }
2776
2777 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2778 {
2779 if ( attachment )
2780 {
2781 InventoryLocation inventory_location = new InventoryLocation;
2782 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2783
2784 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2785 }
2786
2787 return false;
2788 }
2789
2790 protected bool IsAttachmentSlotLocked( string slot_name )
2791 {
2792 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2793 }
2794
2795 //--- ATTACHMENT SLOTS
2796 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2797 {
2798 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2799 if ( g_Game.ConfigIsExisting( config_path ) )
2800 {
2801 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2802 }
2803 }
2804
2805 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2806 {
2807 return true;
2808 }
2809
2810 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2811 {
2812 return true;
2813 }
2814
2815 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2816 {
2817 return true;
2818 }
2819
2820 // --- INIT
2822 {
2823 m_Construction = new Construction(this);
2824 return m_Construction;
2825 }
2826
2828 {
2829 return m_Construction;
2830 }
2831
2833 {
2834 return Construction.Cast(m_Construction);
2835 }
2836
2838 {
2839 int attachment_count = GetInventory().AttachmentCount();
2840 if ( attachment_count > 0 )
2841 {
2842 if ( HasBase() && attachment_count == 1 )
2843 {
2844 return false;
2845 }
2846
2847 return true;
2848 }
2849
2850 return false;
2851 }
2852
2853 override bool ShowZonesHealth()
2854 {
2855 return true;
2856 }
2857
2858 override bool IsTakeable()
2859 {
2860 return false;
2861 }
2862
2863 //this into/outo parent.Cargo
2864 override bool CanPutInCargo( EntityAI parent )
2865 {
2866 return false;
2867 }
2868
2869 override bool CanRemoveFromCargo( EntityAI parent )
2870 {
2871 return false;
2872 }
2873
2874 //hands
2875 override bool CanPutIntoHands( EntityAI parent )
2876 {
2877 return false;
2878 }
2879
2880 //--- ACTION CONDITIONS
2881 //direction
2882 override bool IsFacingPlayer( PlayerBase player, string selection )
2883 {
2884 return true;
2885 }
2886
2887 override bool IsPlayerInside( PlayerBase player, string selection )
2888 {
2889 return true;
2890 }
2891
2894 {
2895 return false;
2896 }
2897
2898 //roof check
2899 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2900 {
2901 return false;
2902 }
2903
2904 //selection->player distance check
2905 bool HasProperDistance( string selection, PlayerBase player )
2906 {
2907 return true;
2908 }
2909
2910 //folding
2912 {
2913 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2914 {
2915 return false;
2916 }
2917
2918 return true;
2919 }
2920
2922 {
2925
2926 return item;
2927 }
2928
2929 //Damage triggers (barbed wire)
2930 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2931 {
2932 if ( g_Game && g_Game.IsServer() )
2933 {
2934 //destroy area damage if some already exists
2935 DestroyAreaDamage( slot_name );
2936
2937 //create new area damage
2939 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2940
2941 vector min_max[2];
2942 if ( MemoryPointExists( slot_name + "_min" ) )
2943 {
2944 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2945 }
2946 if ( MemoryPointExists( slot_name + "_max" ) )
2947 {
2948 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2949 }
2950
2951 //get proper trigger extents (min<max)
2952 vector extents[2];
2953 GetConstruction().GetTriggerExtents( min_max, extents );
2954
2955 //get box center
2956 vector center;
2957 center = GetConstruction().GetBoxCenter( min_max );
2958 center = ModelToWorld( center );
2959
2960 //rotate center if needed
2962 CalcDamageAreaRotation( rotation_angle, center, orientation );
2963
2964 areaDamage.SetExtents( extents[0], extents[1] );
2965 areaDamage.SetAreaPosition( center );
2966 areaDamage.SetAreaOrientation( orientation );
2967 areaDamage.SetLoopInterval( 1.0 );
2968 areaDamage.SetDeferDuration( 0.2 );
2969 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2970 areaDamage.SetAmmoName( "BarbedWireHit" );
2971 areaDamage.Spawn();
2972
2973 m_DamageTriggers.Insert( slot_name, areaDamage );
2974 }
2975 }
2976
2977 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2978 {
2979 if ( angle_deg != 0 )
2980 {
2981 //orientation
2982 orientation[0] = orientation[0] - angle_deg;
2983
2984 //center
2985 vector rotate_axis;
2986 if ( MemoryPointExists( "rotate_axis" ) )
2987 {
2988 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2989 }
2990 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];
2991 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];
2992 center[0] = r_center_x;
2993 center[2] = r_center_z;
2994 }
2995 }
2996
2997 void DestroyAreaDamage( string slot_name )
2998 {
2999 if (g_Game && g_Game.IsServer())
3000 {
3002 if (m_DamageTriggers.Find(slot_name, areaDamage))
3003 {
3004 if (areaDamage)
3005 {
3006 areaDamage.Destroy();
3007 }
3008
3009 m_DamageTriggers.Remove( slot_name );
3010 }
3011 }
3012 }
3013
3014 override bool IsIgnoredByConstruction()
3015 {
3016 return true;
3017 }
3018
3019 //================================================================
3020 // SOUNDS
3021 //================================================================
3022 protected void SoundBuildStart( string part_name )
3023 {
3024 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3025 }
3026
3027 protected void SoundDismantleStart( string part_name )
3028 {
3029 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3030 }
3031
3032 protected void SoundDestroyStart( string part_name )
3033 {
3034 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3035 }
3036
3037 protected string GetBuildSoundByMaterial( string part_name )
3038 {
3039 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3040
3041 switch ( material_type )
3042 {
3043 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3044 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3045 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3046 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3047 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3048 }
3049
3050 return "";
3051 }
3052
3053 protected string GetDismantleSoundByMaterial( string part_name )
3054 {
3055 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3056
3057 switch ( material_type )
3058 {
3059 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3060 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3061 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3062 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3063 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3064 }
3065
3066 return "";
3067 }
3068
3069 //misc
3070 void CheckForHybridAttachments( EntityAI item, string slot_name )
3071 {
3072 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3073 {
3074 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3075 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3076 {
3077 SetHealth(slot_name,"Health",item.GetHealth());
3078 }
3079 }
3080 }
3081
3082 override int GetDamageSystemVersionChange()
3083 {
3084 return 111;
3085 }
3086
3087 override void SetActions()
3088 {
3089 super.SetActions();
3090
3094 }
3095
3096 protected void DestroyConstructedParts()
3097 {
3098 Construction construction = GetConstruction();
3099 if (!construction)
3100 return;
3101
3102 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3103 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3104 {
3105 ConstructionPart part = constructionParts.GetElement(i);
3106 if (part && part.IsBuilt() && !part.IsUtilityPart())
3107 {
3108 construction.DestroyPartServer(null, part.GetPartName(), -1);
3109 }
3110 }
3111 }
3112
3113 protected void HandleFallingForConstructedParts()
3114 {
3115 Construction construction = GetConstruction();
3116 if (!construction)
3117 return;
3118
3119 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3120 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3121 {
3122 ConstructionPart part = constructionParts.GetElement(i);
3123 if (part && part.IsBuilt() && !part.IsUtilityPart())
3124 {
3125 construction.HandleEntityFalling(part.GetPartName());
3126 }
3127 }
3128 }
3129
3131 override void OnItemFallRebuilding()
3132 {
3133 if (!g_Game.IsServer())
3134 return;
3135
3138
3139 if (DestroyOnFall())
3140 {
3142 {
3144 }
3145 else
3146 {
3148 {
3150 }
3151 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3152 }
3153 }
3154 }
3155
3157 {
3158 if (HasAnyAttachmentsOrCargo())
3159 {
3161 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3162 }
3163 }
3164
3165 //================================================================
3166 // DEBUG
3167 //================================================================
3168
3171 {
3172 return null;
3173 }
3174
3175 override void OnDebugSpawn()
3176 {
3177 FullyBuild();
3178 }
3179
3180 void FullyBuild()
3181 {
3183 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3184
3185 Man p;
3186
3187 #ifdef SERVER
3188 array<Man> players = new array<Man>;
3189 g_Game.GetWorld().GetPlayerList(players);
3190 if (players.Count())
3191 p = players[0];
3192 #else
3193 p = g_Game.GetPlayer();
3194 #endif
3195
3196 foreach (ConstructionPart part : parts)
3197 {
3198 bool excluded = false;
3199 string partName = part.GetPartName();
3200 if (excludes)
3201 {
3202 foreach (string exclude : excludes)
3203 {
3204 if (partName.Contains(exclude))
3205 {
3206 excluded = true;
3207 break;
3208 }
3209 }
3210 }
3211
3212 if (!excluded)
3213 {
3214 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3215 }
3216 }
3217
3218 GetConstruction().UpdateVisuals();
3219 }
3220
3222 //Deprecated code playpen//
3224 [Obsolete("handled in the Construction component directly")]
3225 protected void HandleItemFalling(ConstructionPart part)
3226 {
3227 }
3228
3229 [Obsolete("handled in the Construction component directly")]
3230 protected void ItemFall(vector min, vector max)
3231 {
3232 }
3233
3234 [Obsolete("obsolete debug method")]
3235 protected void DebugCustomState()
3236 {
3237 }
3238}
3239
3240void bsbDebugPrint (string s)
3241{
3242#ifdef BSB_DEBUG
3243 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3244#else
3245 //Print("" + s); // comment/uncomment to hide/see debug logs
3246#endif
3247}
3248void bsbDebugSpam (string s)
3249{
3250#ifdef BSB_DEBUG_SPAM
3251 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3252#else
3253 //Print("" + s); // comment/uncomment to hide/see debug logs
3254#endif
3255}
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::SetActionFromSyncData().