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

◆ UnregisterPartForSync()

void bsbDebugPrint::UnregisterPartForSync ( int part_id)
protected

См. определение в файле BaseBuildingBase.c строка 1454

1456{
1457 const string ANIMATION_DEPLOYED = "Deployed";
1458
1459 float m_ConstructionKitHealth; //stored health value for used construction kit
1460
1461 bool m_HasBase;
1462 //variables for synchronization of base building parts (2x31 is the current limit)
1463 int m_SyncParts01; //synchronization for already built parts (31 parts)
1464 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1465 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1466 int m_InteractedPartId; //construction part id that an action was performed on
1467 int m_PerformedActionId; //action id that was performed on a construction part
1468 protected ref ConstructionBasic m_Construction;
1469
1470 //Sounds
1471 //build
1472 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1473 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1474 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1475 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1476 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1477 //dismantle
1478 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1479 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1480 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1481 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1482 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1483
1484 protected EffectSound m_Sound;
1485
1489
1490 // Constructor
1491 void BaseBuildingBase()
1492 {
1494
1495 //synchronized variables
1496 RegisterNetSyncVariableInt( "m_SyncParts01" );
1497 RegisterNetSyncVariableInt( "m_SyncParts02" );
1498 RegisterNetSyncVariableInt( "m_SyncParts03" );
1499 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1500 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1501 RegisterNetSyncVariableBool( "m_HasBase" );
1502
1503 //Construction init
1504 ConstructionInit();
1505
1506 if (ConfigIsExisting("hybridAttachments"))
1507 {
1509 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1510 }
1511 if (ConfigIsExisting("mountables"))
1512 {
1514 ConfigGetTextArray("mountables", m_Mountables);
1515 }
1516
1517 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1518 SetAllowDamage(true);
1519 }
1520
1521 override string GetInvulnerabilityTypeString()
1522 {
1523 return "disableBaseDamage";
1524 }
1525
1526 override bool CanObstruct()
1527 {
1528 return true;
1529 }
1530
1531 override int GetHideIconMask()
1532 {
1533 return EInventoryIconVisibility.HIDE_VICINITY;
1534 }
1535
1536 override void InitItemSounds()
1537 {
1538 super.InitItemSounds();
1539
1541 SoundParameters params = new SoundParameters();
1542 params.m_Loop = true;
1543
1544 if (GetFoldSoundset() != string.Empty)
1545 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1546 if (GetLoopFoldSoundset() != string.Empty)
1547 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1548 }
1549
1550 override string GetFoldSoundset()
1551 {
1552 return "putDown_FenceKit_SoundSet";
1553 }
1554
1555 override string GetLoopFoldSoundset()
1556 {
1557 return "Shelter_Site_Build_Loop_SoundSet";
1558 }
1559
1560 // --- SYNCHRONIZATION
1562 {
1563 if ( g_Game.IsServer() )
1564 {
1565 SetSynchDirty();
1566 }
1567 }
1568
1569 override void OnVariablesSynchronized()
1570 {
1571 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1572 super.OnVariablesSynchronized();
1573
1574 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1575 }
1576
1577 protected void OnSynchronizedClient()
1578 {
1579 //update parts
1581
1582 //update action on part
1584
1585 //update visuals (client)
1586 UpdateVisuals();
1587 }
1588
1589 //parts synchronization
1590 void RegisterPartForSync( int part_id )
1591 {
1592 //part_id must starts from index = 1
1593 int offset;
1594 int mask;
1595
1596 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1597 {
1598 offset = part_id - 1;
1599 mask = 1 << offset;
1600
1601 m_SyncParts01 = m_SyncParts01 | mask;
1602 }
1603 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1604 {
1605 offset = ( part_id % 32 );
1606 mask = 1 << offset;
1607
1608 m_SyncParts02 = m_SyncParts02 | mask;
1609 }
1610 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1611 {
1612 offset = ( part_id % 63 );
1613 mask = 1 << offset;
1614
1615 m_SyncParts03 = m_SyncParts03 | mask;
1616 }
1617 }
1618
1619 void UnregisterPartForSync( int part_id )
1620 {
1621 //part_id must starts from index = 1
1622 int offset;
1623 int mask;
1624
1625 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1626 {
1627 offset = part_id - 1;
1628 mask = 1 << offset;
1629
1630 m_SyncParts01 = m_SyncParts01 & ~mask;
1631 }
1632 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1633 {
1634 offset = ( part_id % 32 );
1635 mask = 1 << offset;
1636
1637 m_SyncParts02 = m_SyncParts02 & ~mask;
1638 }
1639 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1640 {
1641 offset = ( part_id % 63 );
1642 mask = 1 << offset;
1643
1644 m_SyncParts03 = m_SyncParts03 & ~mask;
1645 }
1646 }
1647
1648 bool IsPartBuildInSyncData( int part_id )
1649 {
1650 //part_id must starts from index = 1
1651 int offset;
1652 int mask;
1653
1654 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1655 {
1656 offset = part_id - 1;
1657 mask = 1 << offset;
1658
1659 if ( ( m_SyncParts01 & mask ) > 0 )
1660 {
1661 return true;
1662 }
1663 }
1664 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1665 {
1666 offset = ( part_id % 32 );
1667 mask = 1 << offset;
1668
1669 if ( ( m_SyncParts02 & mask ) > 0 )
1670 {
1671 return true;
1672 }
1673 }
1674 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1675 {
1676 offset = ( part_id % 63 );
1677 mask = 1 << offset;
1678
1679 if ( ( m_SyncParts03 & mask ) > 0 )
1680 {
1681 return true;
1682 }
1683 }
1684
1685 return false;
1686 }
1687
1688 protected void RegisterActionForSync( int part_id, int action_id )
1689 {
1690 m_InteractedPartId = part_id;
1691 m_PerformedActionId = action_id;
1692 }
1693
1694 protected void ResetActionSyncData()
1695 {
1696 //reset data
1697 m_InteractedPartId = -1;
1699 }
1700
1701 protected void SetActionFromSyncData()
1702 {
1703 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1704 {
1706 int build_action_id = m_PerformedActionId;
1707
1708 switch( build_action_id )
1709 {
1710 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1711 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1712 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1713 }
1714 }
1715 }
1716 //------
1717
1719 {
1720 string key = part.GetPartName();
1721 bool is_base = part.IsBase();
1722 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1723 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1724 if ( is_part_built_sync )
1725 {
1726 if ( !part.IsBuilt() )
1727 {
1728 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1729 GetConstruction().AddToConstructedParts( key );
1730 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1731
1732 if (is_base)
1733 {
1735 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1736 }
1737 }
1738 }
1739 else
1740 {
1741 if ( part.IsBuilt() )
1742 {
1743 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1744 GetConstruction().RemoveFromConstructedParts( key );
1745 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1746
1747 if (is_base)
1748 {
1750 AddProxyPhysics( ANIMATION_DEPLOYED );
1751 }
1752 }
1753 }
1754
1755 //check slot lock for material attachments
1756 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1757 }
1758
1759 //set construction parts based on synchronized data
1761 {
1762 Construction construction = GetConstruction();
1763 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1764
1765 for ( int i = 0; i < construction_parts.Count(); ++i )
1766 {
1767 string key = construction_parts.GetKey( i );
1768 ConstructionPart value = construction_parts.Get( key );
1769 SetPartFromSyncData(value);
1770 }
1771
1772 //regenerate navmesh
1773 UpdateNavmesh();
1774 }
1775
1776 protected ConstructionPart GetConstructionPartById( int id )
1777 {
1778 Construction construction = GetConstruction();
1779 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1780
1781 for ( int i = 0; i < construction_parts.Count(); ++i )
1782 {
1783 string key = construction_parts.GetKey( i );
1784 ConstructionPart value = construction_parts.Get( key );
1785
1786 if ( value.GetId() == id )
1787 {
1788 return value;
1789 }
1790 }
1791
1792 return NULL;
1793 }
1794 //
1795
1796 //Base
1797 bool HasBase()
1798 {
1799 return m_HasBase;
1800 }
1801
1802 void SetBaseState( bool has_base )
1803 {
1804 m_HasBase = has_base;
1805 }
1806
1807 override bool IsDeployable()
1808 {
1809 return true;
1810 }
1811
1812 bool IsOpened()
1813 {
1814 return false;
1815 }
1816
1817 //--- CONSTRUCTION KIT
1819 {
1820 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1821 if ( m_ConstructionKitHealth > 0 )
1822 {
1823 construction_kit.SetHealth( m_ConstructionKitHealth );
1824 }
1825
1826 return construction_kit;
1827 }
1828
1829 void CreateConstructionKitInHands(notnull PlayerBase player)
1830 {
1831 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1832 if ( m_ConstructionKitHealth > 0 )
1833 {
1834 construction_kit.SetHealth( m_ConstructionKitHealth );
1835 }
1836 }
1837
1838 protected vector GetKitSpawnPosition()
1839 {
1840 return GetPosition();
1841 }
1842
1843 protected string GetConstructionKitType()
1844 {
1845 return "";
1846 }
1847
1848 void DestroyConstructionKit( ItemBase construction_kit )
1849 {
1850 m_ConstructionKitHealth = construction_kit.GetHealth();
1851 g_Game.ObjectDelete( construction_kit );
1852 }
1853
1854 //--- CONSTRUCTION
1855 void DestroyConstruction()
1856 {
1857 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1858 g_Game.ObjectDelete( this );
1859 }
1860
1861 // --- EVENTS
1862 override void EEDelete(EntityAI parent)
1863 {
1864 super.EEDelete(parent);
1865
1866 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1867 {
1868 areaDamage.Destroy();
1869 }
1870
1871 }
1872
1873 override void OnStoreSave( ParamsWriteContext ctx )
1874 {
1875 super.OnStoreSave( ctx );
1876
1877 //sync parts 01
1878 ctx.Write( m_SyncParts01 );
1879 ctx.Write( m_SyncParts02 );
1880 ctx.Write( m_SyncParts03 );
1881
1882 ctx.Write( m_HasBase );
1883 }
1884
1885 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1886 {
1887 if ( !super.OnStoreLoad( ctx, version ) )
1888 return false;
1889
1890 //--- Base building data ---
1891 //Restore synced parts data
1892 if ( !ctx.Read( m_SyncParts01 ) )
1893 {
1894 m_SyncParts01 = 0; //set default
1895 return false;
1896 }
1897 if ( !ctx.Read( m_SyncParts02 ) )
1898 {
1899 m_SyncParts02 = 0; //set default
1900 return false;
1901 }
1902 if ( !ctx.Read( m_SyncParts03 ) )
1903 {
1904 m_SyncParts03 = 0; //set default
1905 return false;
1906 }
1907
1908 //has base
1909 if ( !ctx.Read( m_HasBase ) )
1910 {
1911 m_HasBase = false;
1912 return false;
1913 }
1914 //---
1915
1916 return true;
1917 }
1918
1919 override void AfterStoreLoad()
1920 {
1921 super.AfterStoreLoad();
1922
1924 {
1926 }
1927 }
1928
1930 {
1931 //update server data
1933
1934 //set base state
1935 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1936 SetBaseState( part.IsBuilt() ) ;
1937
1938 //synchronize after load
1940 }
1941
1942 override void OnCreatePhysics()
1943 {
1944 super.OnCreatePhysics();
1945
1946 ConstructionInit();
1948 }
1949
1950 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1951 {
1953 return;
1954
1955 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1956 }
1957
1958 override void EEOnAfterLoad()
1959 {
1961 {
1962 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1963 }
1964
1965 super.EEOnAfterLoad();
1966 }
1967
1968 override void EEItemAttached( EntityAI item, string slot_name )
1969 {
1970 super.EEItemAttached( item, slot_name );
1971
1972 CheckForHybridAttachments( item, slot_name );
1973 UpdateVisuals();
1974 UpdateAttachmentPhysics( slot_name, false );
1975 }
1976
1977 override void EEItemDetached( EntityAI item, string slot_name )
1978 {
1979 super.EEItemDetached( item, slot_name );
1980
1981 UpdateVisuals();
1982 UpdateAttachmentPhysics( slot_name, false );
1983 }
1984
1985 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1986 {
1987 string slot_name = InventorySlots.GetSlotName( slotId );
1988 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1989
1990 UpdateAttachmentVisuals( slot_name, locked );
1991 UpdateAttachmentPhysics( slot_name, locked );
1992 }
1993
1994 //ignore out of reach condition
1995 override bool IgnoreOutOfReachCondition()
1996 {
1997 return true;
1998 }
1999
2000 //CONSTRUCTION EVENTS
2001 //Build
2002 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2003 {
2004 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2005
2006 //check base state
2007 if (construtionPart.IsBase())
2008 {
2009 SetBaseState(true);
2010
2011 //spawn kit
2013 }
2014
2015 //register constructed parts for synchronization
2016 RegisterPartForSync(construtionPart.GetId());
2017
2018 //register action that was performed on part
2019 RegisterActionForSync(construtionPart.GetId(), action_id);
2020
2021 //synchronize
2023
2024 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2025
2026 UpdateNavmesh();
2027
2028 //update visuals
2029 UpdateVisuals();
2030
2031 //reset action sync data
2032 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2033 }
2034
2035 void OnPartBuiltClient(string part_name, int action_id)
2036 {
2037 //play sound
2038 SoundBuildStart( part_name );
2039 }
2040
2041 //Dismantle
2042 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2043 {
2044 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2045 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2046
2047 //register constructed parts for synchronization
2048 UnregisterPartForSync(construtionPart.GetId());
2049
2050 //register action that was performed on part
2051 RegisterActionForSync(construtionPart.GetId(), action_id);
2052
2053 //synchronize
2055
2056 // server part of sync, client will be synced from SetPartsFromSyncData
2057 SetPartFromSyncData(construtionPart);
2058
2059 UpdateNavmesh();
2060
2061 //update visuals
2062 UpdateVisuals();
2063
2064 //reset action sync data
2065 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2066
2067 //check base state
2068 if (construtionPart.IsBase())
2069 {
2070 //Destroy construction
2071 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2072 }
2073 }
2074
2075 void OnPartDismantledClient( string part_name, int action_id )
2076 {
2077 //play sound
2078 SoundDismantleStart( part_name );
2079 }
2080
2081 //Destroy
2082 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2083 {
2084 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2085 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2086
2087 //register constructed parts for synchronization
2088 UnregisterPartForSync(construtionPart.GetId());
2089
2090 //register action that was performed on part
2091 RegisterActionForSync(construtionPart.GetId(), action_id);
2092
2093 //synchronize
2095
2096 // server part of sync, client will be synced from SetPartsFromSyncData
2097 SetPartFromSyncData(construtionPart);
2098
2099 UpdateNavmesh();
2100
2101 //update visuals
2102 UpdateVisuals();
2103
2104 //reset action sync data
2105 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2106
2107 //check base state
2108 if (construtionPart.IsBase())
2109 {
2110 //Destroy construction
2111 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2112 }
2113 }
2114
2115 void OnPartDestroyedClient( string part_name, int action_id )
2116 {
2117 //play sound
2118 SoundDestroyStart( part_name );
2119 }
2120
2121 // --- UPDATE
2122 void InitBaseState()
2123 {
2124 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2125
2126 InitVisuals();
2127 UpdateNavmesh(); //regenerate navmesh
2128 }
2129
2130 void InitVisuals()
2131 {
2132 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2133 //check base
2134 if ( !HasBase() )
2135 {
2136 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2137 }
2138 else
2139 {
2140 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2141 }
2142
2143 GetConstruction().InitVisuals();
2144 }
2145
2146 void UpdateVisuals()
2147 {
2148 array<string> attachmentSlots = new array<string>;
2149
2150 GetAttachmentSlots(this, attachmentSlots);
2151 foreach (string slotName : attachmentSlots)
2152 {
2154 }
2155
2156 //check base
2157 if (!HasBase())
2158 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2159 else
2160 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2161
2162 GetConstruction().UpdateVisuals();
2163 }
2164
2165 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2166 {
2167 string slotNameMounted = slot_name + "_Mounted";
2168 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2169
2170 if (attachment)
2171 {
2172 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2173 if (barbedWire && barbedWire.IsMounted())
2174 CreateAreaDamage(slotNameMounted);
2175 else
2176 DestroyAreaDamage(slotNameMounted);
2177
2178 if (is_locked)
2179 {
2180 SetAnimationPhase(slotNameMounted, 0);
2181 SetAnimationPhase(slot_name, 1);
2182 }
2183 else
2184 {
2185 SetAnimationPhase(slotNameMounted, 1);
2186 SetAnimationPhase(slot_name, 0);
2187 }
2188 }
2189 else
2190 {
2191 SetAnimationPhase(slotNameMounted, 1);
2192 SetAnimationPhase(slot_name, 1);
2193
2194 DestroyAreaDamage(slotNameMounted);
2195 }
2196 }
2197
2198 // avoid calling this function on frequent occasions, it's a massive performance hit
2199 void UpdatePhysics()
2200 {
2202 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2203
2204 array<string> attachmentSlots = new array<string>;
2205 GetAttachmentSlots(this, attachmentSlots);
2206
2208 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2209
2210 foreach (string slotName : attachmentSlots)
2211 {
2213 }
2214
2215 //check base
2216 if (!HasBase())
2217 {
2219 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2220
2221 AddProxyPhysics(ANIMATION_DEPLOYED);
2222 }
2223 else
2224 {
2226 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2227
2228 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2229 }
2230
2231 GetConstruction().UpdatePhysics();
2232 UpdateNavmesh();
2233 }
2234
2235 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2236 {
2237 //checks for invalid appends; hotfix
2238 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2239 return;
2240 //----------------------------------
2241 string slot_name_mounted = slot_name + "_Mounted";
2242 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2243
2244 //remove proxy physics
2245 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2246 RemoveProxyPhysics( slot_name_mounted );
2247 RemoveProxyPhysics( slot_name );
2248
2249 if ( attachment )
2250 {
2251 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2252 if ( is_locked )
2253 {
2254 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2255 AddProxyPhysics( slot_name_mounted );
2256 }
2257 else
2258 {
2259 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2260 AddProxyPhysics( slot_name );
2261 }
2262 }
2263 }
2264
2265 protected void UpdateNavmesh()
2266 {
2267 SetAffectPathgraph( true, false );
2268 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2269 }
2270
2271 override bool CanUseConstruction()
2272 {
2273 return true;
2274 }
2275
2276 override bool CanUseConstructionBuild()
2277 {
2278 return true;
2279 }
2280
2281 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2282 {
2283 if ( attachment )
2284 {
2285 InventoryLocation inventory_location = new InventoryLocation;
2286 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2287
2288 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2289 }
2290
2291 return false;
2292 }
2293
2294 protected bool IsAttachmentSlotLocked( string slot_name )
2295 {
2296 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2297 }
2298
2299 //--- ATTACHMENT SLOTS
2300 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2301 {
2302 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2303 if ( g_Game.ConfigIsExisting( config_path ) )
2304 {
2305 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2306 }
2307 }
2308
2309 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2310 {
2311 return true;
2312 }
2313
2314 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2315 {
2316 return true;
2317 }
2318
2319 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2320 {
2321 return true;
2322 }
2323
2324 // --- INIT
2326 {
2327 m_Construction = new Construction(this);
2328 return m_Construction;
2329 }
2330
2332 {
2333 return m_Construction;
2334 }
2335
2337 {
2338 return Construction.Cast(m_Construction);
2339 }
2340
2342 {
2343 int attachment_count = GetInventory().AttachmentCount();
2344 if ( attachment_count > 0 )
2345 {
2346 if ( HasBase() && attachment_count == 1 )
2347 {
2348 return false;
2349 }
2350
2351 return true;
2352 }
2353
2354 return false;
2355 }
2356
2357 override bool ShowZonesHealth()
2358 {
2359 return true;
2360 }
2361
2362 override bool IsTakeable()
2363 {
2364 return false;
2365 }
2366
2367 //this into/outo parent.Cargo
2368 override bool CanPutInCargo( EntityAI parent )
2369 {
2370 return false;
2371 }
2372
2373 override bool CanRemoveFromCargo( EntityAI parent )
2374 {
2375 return false;
2376 }
2377
2378 //hands
2379 override bool CanPutIntoHands( EntityAI parent )
2380 {
2381 return false;
2382 }
2383
2384 //--- ACTION CONDITIONS
2385 //direction
2386 override bool IsFacingPlayer( PlayerBase player, string selection )
2387 {
2388 return true;
2389 }
2390
2391 override bool IsPlayerInside( PlayerBase player, string selection )
2392 {
2393 return true;
2394 }
2395
2398 {
2399 return false;
2400 }
2401
2402 //roof check
2403 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2404 {
2405 return false;
2406 }
2407
2408 //selection->player distance check
2409 bool HasProperDistance( string selection, PlayerBase player )
2410 {
2411 return true;
2412 }
2413
2414 //folding
2416 {
2417 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2418 {
2419 return false;
2420 }
2421
2422 return true;
2423 }
2424
2426 {
2429
2430 return item;
2431 }
2432
2433 //Damage triggers (barbed wire)
2434 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2435 {
2436 if ( g_Game && g_Game.IsServer() )
2437 {
2438 //destroy area damage if some already exists
2439 DestroyAreaDamage( slot_name );
2440
2441 //create new area damage
2443 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2444
2445 vector min_max[2];
2446 if ( MemoryPointExists( slot_name + "_min" ) )
2447 {
2448 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2449 }
2450 if ( MemoryPointExists( slot_name + "_max" ) )
2451 {
2452 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2453 }
2454
2455 //get proper trigger extents (min<max)
2456 vector extents[2];
2457 GetConstruction().GetTriggerExtents( min_max, extents );
2458
2459 //get box center
2460 vector center;
2461 center = GetConstruction().GetBoxCenter( min_max );
2462 center = ModelToWorld( center );
2463
2464 //rotate center if needed
2466 CalcDamageAreaRotation( rotation_angle, center, orientation );
2467
2468 areaDamage.SetExtents( extents[0], extents[1] );
2469 areaDamage.SetAreaPosition( center );
2470 areaDamage.SetAreaOrientation( orientation );
2471 areaDamage.SetLoopInterval( 1.0 );
2472 areaDamage.SetDeferDuration( 0.2 );
2473 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2474 areaDamage.SetAmmoName( "BarbedWireHit" );
2475 areaDamage.Spawn();
2476
2477 m_DamageTriggers.Insert( slot_name, areaDamage );
2478 }
2479 }
2480
2481 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2482 {
2483 if ( angle_deg != 0 )
2484 {
2485 //orientation
2486 orientation[0] = orientation[0] - angle_deg;
2487
2488 //center
2489 vector rotate_axis;
2490 if ( MemoryPointExists( "rotate_axis" ) )
2491 {
2492 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2493 }
2494 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];
2495 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];
2496 center[0] = r_center_x;
2497 center[2] = r_center_z;
2498 }
2499 }
2500
2501 void DestroyAreaDamage( string slot_name )
2502 {
2503 if (g_Game && g_Game.IsServer())
2504 {
2506 if (m_DamageTriggers.Find(slot_name, areaDamage))
2507 {
2508 if (areaDamage)
2509 {
2510 areaDamage.Destroy();
2511 }
2512
2513 m_DamageTriggers.Remove( slot_name );
2514 }
2515 }
2516 }
2517
2518 override bool IsIgnoredByConstruction()
2519 {
2520 return true;
2521 }
2522
2523 //================================================================
2524 // SOUNDS
2525 //================================================================
2526 protected void SoundBuildStart( string part_name )
2527 {
2528 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2529 }
2530
2531 protected void SoundDismantleStart( string part_name )
2532 {
2533 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2534 }
2535
2536 protected void SoundDestroyStart( string part_name )
2537 {
2538 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2539 }
2540
2541 protected string GetBuildSoundByMaterial( string part_name )
2542 {
2543 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2544
2545 switch ( material_type )
2546 {
2547 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2548 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2549 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2550 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2551 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2552 }
2553
2554 return "";
2555 }
2556
2557 protected string GetDismantleSoundByMaterial( string part_name )
2558 {
2559 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2560
2561 switch ( material_type )
2562 {
2563 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2564 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2565 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2566 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2567 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2568 }
2569
2570 return "";
2571 }
2572
2573 //misc
2574 void CheckForHybridAttachments( EntityAI item, string slot_name )
2575 {
2576 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2577 {
2578 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2579 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2580 {
2581 SetHealth(slot_name,"Health",item.GetHealth());
2582 }
2583 }
2584 }
2585
2586 override int GetDamageSystemVersionChange()
2587 {
2588 return 111;
2589 }
2590
2591 override void SetActions()
2592 {
2593 super.SetActions();
2594
2598 }
2599
2600 protected void DestroyConstructedParts()
2601 {
2602 Construction construction = GetConstruction();
2603 if (!construction)
2604 return;
2605
2606 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2607 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2608 {
2609 ConstructionPart part = constructionParts.GetElement(i);
2610 if (part && part.IsBuilt() && !part.IsUtilityPart())
2611 {
2612 construction.DestroyPartServer(null, part.GetPartName(), -1);
2613 }
2614 }
2615 }
2616
2617 protected void HandleFallingForConstructedParts()
2618 {
2619 Construction construction = GetConstruction();
2620 if (!construction)
2621 return;
2622
2623 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2624 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2625 {
2626 ConstructionPart part = constructionParts.GetElement(i);
2627 if (part && part.IsBuilt() && !part.IsUtilityPart())
2628 {
2629 construction.HandleEntityFalling(part.GetPartName());
2630 }
2631 }
2632 }
2633
2635 override void OnItemFallRebuilding()
2636 {
2637 if (!g_Game.IsServer())
2638 return;
2639
2642
2643 if (DestroyOnFall())
2644 {
2646 {
2648 }
2649 else
2650 {
2652 {
2654 }
2655 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2656 }
2657 }
2658 }
2659
2661 {
2662 if (HasAnyAttachmentsOrCargo())
2663 {
2665 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2666 }
2667 }
2668
2669 //================================================================
2670 // DEBUG
2671 //================================================================
2672
2675 {
2676 return null;
2677 }
2678
2679 override void OnDebugSpawn()
2680 {
2681 FullyBuild();
2682 }
2683
2684 void FullyBuild()
2685 {
2687 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2688
2689 Man p;
2690
2691 #ifdef SERVER
2692 array<Man> players = new array<Man>;
2693 g_Game.GetWorld().GetPlayerList(players);
2694 if (players.Count())
2695 p = players[0];
2696 #else
2697 p = g_Game.GetPlayer();
2698 #endif
2699
2700 foreach (ConstructionPart part : parts)
2701 {
2702 bool excluded = false;
2703 string partName = part.GetPartName();
2704 if (excludes)
2705 {
2706 foreach (string exclude : excludes)
2707 {
2708 if (partName.Contains(exclude))
2709 {
2710 excluded = true;
2711 break;
2712 }
2713 }
2714 }
2715
2716 if (!excluded)
2717 {
2718 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2719 }
2720 }
2721
2722 GetConstruction().UpdateVisuals();
2723 }
2724
2726 //Deprecated code playpen//
2728 [Obsolete("handled in the Construction component directly")]
2729 protected void HandleItemFalling(ConstructionPart part)
2730 {
2731 }
2732
2733 [Obsolete("handled in the Construction component directly")]
2734 protected void ItemFall(vector min, vector max)
2735 {
2736 }
2737
2738 [Obsolete("obsolete debug method")]
2739 protected void DebugCustomState()
2740 {
2741 }
2742}
2743
2744void bsbDebugPrint (string s)
2745{
2746#ifdef BSB_DEBUG
2747 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2748#else
2749 //Print("" + s); // comment/uncomment to hide/see debug logs
2750#endif
2751}
2752void bsbDebugSpam (string s)
2753{
2754#ifdef BSB_DEBUG_SPAM
2755 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2756#else
2757 //Print("" + s); // comment/uncomment to hide/see debug logs
2758#endif
2759}
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::OnPartDestroyedServer() и ItemBase::OnPartDismantledServer().