DayZ 1.30
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◆ OnVariablesSynchronized()

override void bsbDebugPrint::OnVariablesSynchronized ( )
protected

См. определение в файле BaseBuildingBase.c строка 1404

1406{
1407 const string ANIMATION_DEPLOYED = "Deployed";
1408
1409 float m_ConstructionKitHealth; //stored health value for used construction kit
1410
1411 bool m_HasBase;
1412 //variables for synchronization of base building parts (2x31 is the current limit)
1413 int m_SyncParts01; //synchronization for already built parts (31 parts)
1414 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1415 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1416 int m_InteractedPartId; //construction part id that an action was performed on
1417 int m_PerformedActionId; //action id that was performed on a construction part
1418 protected ref ConstructionBasic m_Construction;
1419
1420 //Sounds
1421 //build
1422 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1423 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1424 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1425 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1426 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1427 //dismantle
1428 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1429 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1430 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1431 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1432 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1433
1434 protected EffectSound m_Sound;
1435
1439
1440 // Constructor
1441 void BaseBuildingBase()
1442 {
1444
1445 //synchronized variables
1446 RegisterNetSyncVariableInt( "m_SyncParts01" );
1447 RegisterNetSyncVariableInt( "m_SyncParts02" );
1448 RegisterNetSyncVariableInt( "m_SyncParts03" );
1449 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1450 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1451 RegisterNetSyncVariableBool( "m_HasBase" );
1452
1453 //Construction init
1454 ConstructionInit();
1455
1456 if (ConfigIsExisting("hybridAttachments"))
1457 {
1459 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1460 }
1461 if (ConfigIsExisting("mountables"))
1462 {
1464 ConfigGetTextArray("mountables", m_Mountables);
1465 }
1466
1467 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1468 SetAllowDamage(true);
1469 }
1470
1471 override string GetInvulnerabilityTypeString()
1472 {
1473 return "disableBaseDamage";
1474 }
1475
1476 override bool CanObstruct()
1477 {
1478 return true;
1479 }
1480
1481 override int GetHideIconMask()
1482 {
1483 return EInventoryIconVisibility.HIDE_VICINITY;
1484 }
1485
1486 override void InitItemSounds()
1487 {
1488 super.InitItemSounds();
1489
1491 SoundParameters params = new SoundParameters();
1492 params.m_Loop = true;
1493
1494 if (GetFoldSoundset() != string.Empty)
1495 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1496 if (GetLoopFoldSoundset() != string.Empty)
1497 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1498 }
1499
1500 override string GetFoldSoundset()
1501 {
1502 return "putDown_FenceKit_SoundSet";
1503 }
1504
1505 override string GetLoopFoldSoundset()
1506 {
1507 return "Shelter_Site_Build_Loop_SoundSet";
1508 }
1509
1510 // --- SYNCHRONIZATION
1512 {
1513 if ( g_Game.IsServer() )
1514 {
1515 SetSynchDirty();
1516 }
1517 }
1518
1519 override void OnVariablesSynchronized()
1520 {
1521 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1522 super.OnVariablesSynchronized();
1523
1524 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1525 }
1526
1527 protected void OnSynchronizedClient()
1528 {
1529 //update parts
1531
1532 //update action on part
1534
1535 //update visuals (client)
1536 UpdateVisuals();
1537 }
1538
1539 //parts synchronization
1540 void RegisterPartForSync( int part_id )
1541 {
1542 //part_id must starts from index = 1
1543 int offset;
1544 int mask;
1545
1546 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1547 {
1548 offset = part_id - 1;
1549 mask = 1 << offset;
1550
1551 m_SyncParts01 = m_SyncParts01 | mask;
1552 }
1553 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1554 {
1555 offset = ( part_id % 32 );
1556 mask = 1 << offset;
1557
1558 m_SyncParts02 = m_SyncParts02 | mask;
1559 }
1560 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1561 {
1562 offset = ( part_id % 63 );
1563 mask = 1 << offset;
1564
1565 m_SyncParts03 = m_SyncParts03 | mask;
1566 }
1567 }
1568
1569 void UnregisterPartForSync( int part_id )
1570 {
1571 //part_id must starts from index = 1
1572 int offset;
1573 int mask;
1574
1575 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1576 {
1577 offset = part_id - 1;
1578 mask = 1 << offset;
1579
1580 m_SyncParts01 = m_SyncParts01 & ~mask;
1581 }
1582 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1583 {
1584 offset = ( part_id % 32 );
1585 mask = 1 << offset;
1586
1587 m_SyncParts02 = m_SyncParts02 & ~mask;
1588 }
1589 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1590 {
1591 offset = ( part_id % 63 );
1592 mask = 1 << offset;
1593
1594 m_SyncParts03 = m_SyncParts03 & ~mask;
1595 }
1596 }
1597
1598 bool IsPartBuildInSyncData( int part_id )
1599 {
1600 //part_id must starts from index = 1
1601 int offset;
1602 int mask;
1603
1604 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1605 {
1606 offset = part_id - 1;
1607 mask = 1 << offset;
1608
1609 if ( ( m_SyncParts01 & mask ) > 0 )
1610 {
1611 return true;
1612 }
1613 }
1614 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1615 {
1616 offset = ( part_id % 32 );
1617 mask = 1 << offset;
1618
1619 if ( ( m_SyncParts02 & mask ) > 0 )
1620 {
1621 return true;
1622 }
1623 }
1624 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1625 {
1626 offset = ( part_id % 63 );
1627 mask = 1 << offset;
1628
1629 if ( ( m_SyncParts03 & mask ) > 0 )
1630 {
1631 return true;
1632 }
1633 }
1634
1635 return false;
1636 }
1637
1638 protected void RegisterActionForSync( int part_id, int action_id )
1639 {
1640 m_InteractedPartId = part_id;
1641 m_PerformedActionId = action_id;
1642 }
1643
1644 protected void ResetActionSyncData()
1645 {
1646 //reset data
1647 m_InteractedPartId = -1;
1649 }
1650
1651 protected void SetActionFromSyncData()
1652 {
1653 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1654 {
1656 int build_action_id = m_PerformedActionId;
1657
1658 switch( build_action_id )
1659 {
1660 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1661 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1662 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1663 }
1664 }
1665 }
1666 //------
1667
1669 {
1670 string key = part.GetPartName();
1671 bool is_base = part.IsBase();
1672 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1673 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1674 if ( is_part_built_sync )
1675 {
1676 if ( !part.IsBuilt() )
1677 {
1678 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1679 GetConstruction().AddToConstructedParts( key );
1680 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1681
1682 if (is_base)
1683 {
1685 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1686 }
1687 }
1688 }
1689 else
1690 {
1691 if ( part.IsBuilt() )
1692 {
1693 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1694 GetConstruction().RemoveFromConstructedParts( key );
1695 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1696
1697 if (is_base)
1698 {
1700 AddProxyPhysics( ANIMATION_DEPLOYED );
1701 }
1702 }
1703 }
1704
1705 //check slot lock for material attachments
1706 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1707 }
1708
1709 //set construction parts based on synchronized data
1711 {
1712 Construction construction = GetConstruction();
1713 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1714
1715 for ( int i = 0; i < construction_parts.Count(); ++i )
1716 {
1717 string key = construction_parts.GetKey( i );
1718 ConstructionPart value = construction_parts.Get( key );
1719 SetPartFromSyncData(value);
1720 }
1721
1722 //regenerate navmesh
1723 UpdateNavmesh();
1724 }
1725
1726 protected ConstructionPart GetConstructionPartById( int id )
1727 {
1728 Construction construction = GetConstruction();
1729 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1730
1731 for ( int i = 0; i < construction_parts.Count(); ++i )
1732 {
1733 string key = construction_parts.GetKey( i );
1734 ConstructionPart value = construction_parts.Get( key );
1735
1736 if ( value.GetId() == id )
1737 {
1738 return value;
1739 }
1740 }
1741
1742 return NULL;
1743 }
1744 //
1745
1746 //Base
1747 bool HasBase()
1748 {
1749 return m_HasBase;
1750 }
1751
1752 void SetBaseState( bool has_base )
1753 {
1754 m_HasBase = has_base;
1755 }
1756
1757 override bool IsDeployable()
1758 {
1759 return true;
1760 }
1761
1762 bool IsOpened()
1763 {
1764 return false;
1765 }
1766
1767 //--- CONSTRUCTION KIT
1769 {
1770 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1771 if ( m_ConstructionKitHealth > 0 )
1772 {
1773 construction_kit.SetHealth( m_ConstructionKitHealth );
1774 }
1775
1776 return construction_kit;
1777 }
1778
1779 void CreateConstructionKitInHands(notnull PlayerBase player)
1780 {
1781 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1782 if ( m_ConstructionKitHealth > 0 )
1783 {
1784 construction_kit.SetHealth( m_ConstructionKitHealth );
1785 }
1786 }
1787
1788 protected vector GetKitSpawnPosition()
1789 {
1790 return GetPosition();
1791 }
1792
1793 protected string GetConstructionKitType()
1794 {
1795 return "";
1796 }
1797
1798 void DestroyConstructionKit( ItemBase construction_kit )
1799 {
1800 m_ConstructionKitHealth = construction_kit.GetHealth();
1801 g_Game.ObjectDelete( construction_kit );
1802 }
1803
1804 //--- CONSTRUCTION
1805 void DestroyConstruction()
1806 {
1807 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
1808 g_Game.ObjectDelete( this );
1809 }
1810
1811 // --- EVENTS
1812 override void EEDelete(EntityAI parent)
1813 {
1814 super.EEDelete(parent);
1815
1816 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
1817 {
1818 areaDamage.Destroy();
1819 }
1820
1821 }
1822
1823 override void OnStoreSave( ParamsWriteContext ctx )
1824 {
1825 super.OnStoreSave( ctx );
1826
1827 //sync parts 01
1828 ctx.Write( m_SyncParts01 );
1829 ctx.Write( m_SyncParts02 );
1830 ctx.Write( m_SyncParts03 );
1831
1832 ctx.Write( m_HasBase );
1833 }
1834
1835 override bool OnStoreLoad( ParamsReadContext ctx, int version )
1836 {
1837 if ( !super.OnStoreLoad( ctx, version ) )
1838 return false;
1839
1840 //--- Base building data ---
1841 //Restore synced parts data
1842 if ( !ctx.Read( m_SyncParts01 ) )
1843 {
1844 m_SyncParts01 = 0; //set default
1845 return false;
1846 }
1847 if ( !ctx.Read( m_SyncParts02 ) )
1848 {
1849 m_SyncParts02 = 0; //set default
1850 return false;
1851 }
1852 if ( !ctx.Read( m_SyncParts03 ) )
1853 {
1854 m_SyncParts03 = 0; //set default
1855 return false;
1856 }
1857
1858 //has base
1859 if ( !ctx.Read( m_HasBase ) )
1860 {
1861 m_HasBase = false;
1862 return false;
1863 }
1864 //---
1865
1866 return true;
1867 }
1868
1869 override void AfterStoreLoad()
1870 {
1871 super.AfterStoreLoad();
1872
1874 {
1876 }
1877 }
1878
1880 {
1881 //update server data
1883
1884 //set base state
1885 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
1886 SetBaseState( part.IsBuilt() ) ;
1887
1888 //synchronize after load
1890 }
1891
1892 override void OnCreatePhysics()
1893 {
1894 super.OnCreatePhysics();
1895
1896 ConstructionInit();
1898 }
1899
1900 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
1901 {
1903 return;
1904
1905 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
1906 }
1907
1908 override void EEOnAfterLoad()
1909 {
1911 {
1912 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
1913 }
1914
1915 super.EEOnAfterLoad();
1916 }
1917
1918 override void EEItemAttached( EntityAI item, string slot_name )
1919 {
1920 super.EEItemAttached( item, slot_name );
1921
1922 CheckForHybridAttachments( item, slot_name );
1923 UpdateVisuals();
1924 UpdateAttachmentPhysics( slot_name, false );
1925 }
1926
1927 override void EEItemDetached( EntityAI item, string slot_name )
1928 {
1929 super.EEItemDetached( item, slot_name );
1930
1931 UpdateVisuals();
1932 UpdateAttachmentPhysics( slot_name, false );
1933 }
1934
1935 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
1936 {
1937 string slot_name = InventorySlots.GetSlotName( slotId );
1938 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
1939
1940 UpdateAttachmentVisuals( slot_name, locked );
1941 UpdateAttachmentPhysics( slot_name, locked );
1942 }
1943
1944 //ignore out of reach condition
1945 override bool IgnoreOutOfReachCondition()
1946 {
1947 return true;
1948 }
1949
1950 //CONSTRUCTION EVENTS
1951 //Build
1952 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
1953 {
1954 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1955
1956 //check base state
1957 if (construtionPart.IsBase())
1958 {
1959 SetBaseState(true);
1960
1961 //spawn kit
1963 }
1964
1965 //register constructed parts for synchronization
1966 RegisterPartForSync(construtionPart.GetId());
1967
1968 //register action that was performed on part
1969 RegisterActionForSync(construtionPart.GetId(), action_id);
1970
1971 //synchronize
1973
1974 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
1975
1976 UpdateNavmesh();
1977
1978 //update visuals
1979 UpdateVisuals();
1980
1981 //reset action sync data
1982 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
1983 }
1984
1985 void OnPartBuiltClient(string part_name, int action_id)
1986 {
1987 //play sound
1988 SoundBuildStart( part_name );
1989 }
1990
1991 //Dismantle
1992 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
1993 {
1994 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
1995 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
1996
1997 //register constructed parts for synchronization
1998 UnregisterPartForSync(construtionPart.GetId());
1999
2000 //register action that was performed on part
2001 RegisterActionForSync(construtionPart.GetId(), action_id);
2002
2003 //synchronize
2005
2006 // server part of sync, client will be synced from SetPartsFromSyncData
2007 SetPartFromSyncData(construtionPart);
2008
2009 UpdateNavmesh();
2010
2011 //update visuals
2012 UpdateVisuals();
2013
2014 //reset action sync data
2015 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2016
2017 //check base state
2018 if (construtionPart.IsBase())
2019 {
2020 //Destroy construction
2021 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2022 }
2023 }
2024
2025 void OnPartDismantledClient( string part_name, int action_id )
2026 {
2027 //play sound
2028 SoundDismantleStart( part_name );
2029 }
2030
2031 //Destroy
2032 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2033 {
2034 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2035 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2036
2037 //register constructed parts for synchronization
2038 UnregisterPartForSync(construtionPart.GetId());
2039
2040 //register action that was performed on part
2041 RegisterActionForSync(construtionPart.GetId(), action_id);
2042
2043 //synchronize
2045
2046 // server part of sync, client will be synced from SetPartsFromSyncData
2047 SetPartFromSyncData(construtionPart);
2048
2049 UpdateNavmesh();
2050
2051 //update visuals
2052 UpdateVisuals();
2053
2054 //reset action sync data
2055 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2056
2057 //check base state
2058 if (construtionPart.IsBase())
2059 {
2060 //Destroy construction
2061 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2062 }
2063 }
2064
2065 void OnPartDestroyedClient( string part_name, int action_id )
2066 {
2067 //play sound
2068 SoundDestroyStart( part_name );
2069 }
2070
2071 // --- UPDATE
2072 void InitBaseState()
2073 {
2074 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2075
2076 InitVisuals();
2077 UpdateNavmesh(); //regenerate navmesh
2078 }
2079
2080 void InitVisuals()
2081 {
2082 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2083 //check base
2084 if ( !HasBase() )
2085 {
2086 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2087 }
2088 else
2089 {
2090 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2091 }
2092
2093 GetConstruction().InitVisuals();
2094 }
2095
2096 void UpdateVisuals()
2097 {
2098 array<string> attachmentSlots = new array<string>;
2099
2100 GetAttachmentSlots(this, attachmentSlots);
2101 foreach (string slotName : attachmentSlots)
2102 {
2104 }
2105
2106 //check base
2107 if (!HasBase())
2108 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2109 else
2110 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2111
2112 GetConstruction().UpdateVisuals();
2113 }
2114
2115 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2116 {
2117 string slotNameMounted = slot_name + "_Mounted";
2118 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2119
2120 if (attachment)
2121 {
2122 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2123 if (barbedWire && barbedWire.IsMounted())
2124 CreateAreaDamage(slotNameMounted);
2125 else
2126 DestroyAreaDamage(slotNameMounted);
2127
2128 if (is_locked)
2129 {
2130 SetAnimationPhase(slotNameMounted, 0);
2131 SetAnimationPhase(slot_name, 1);
2132 }
2133 else
2134 {
2135 SetAnimationPhase(slotNameMounted, 1);
2136 SetAnimationPhase(slot_name, 0);
2137 }
2138 }
2139 else
2140 {
2141 SetAnimationPhase(slotNameMounted, 1);
2142 SetAnimationPhase(slot_name, 1);
2143
2144 DestroyAreaDamage(slotNameMounted);
2145 }
2146 }
2147
2148 // avoid calling this function on frequent occasions, it's a massive performance hit
2149 void UpdatePhysics()
2150 {
2152 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2153
2154 array<string> attachmentSlots = new array<string>;
2155 GetAttachmentSlots(this, attachmentSlots);
2156
2158 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2159
2160 foreach (string slotName : attachmentSlots)
2161 {
2163 }
2164
2165 //check base
2166 if (!HasBase())
2167 {
2169 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2170
2171 AddProxyPhysics(ANIMATION_DEPLOYED);
2172 }
2173 else
2174 {
2176 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2177
2178 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2179 }
2180
2181 GetConstruction().UpdatePhysics();
2182 UpdateNavmesh();
2183 }
2184
2185 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2186 {
2187 //checks for invalid appends; hotfix
2188 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2189 return;
2190 //----------------------------------
2191 string slot_name_mounted = slot_name + "_Mounted";
2192 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2193
2194 //remove proxy physics
2195 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2196 RemoveProxyPhysics( slot_name_mounted );
2197 RemoveProxyPhysics( slot_name );
2198
2199 if ( attachment )
2200 {
2201 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2202 if ( is_locked )
2203 {
2204 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2205 AddProxyPhysics( slot_name_mounted );
2206 }
2207 else
2208 {
2209 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2210 AddProxyPhysics( slot_name );
2211 }
2212 }
2213 }
2214
2215 protected void UpdateNavmesh()
2216 {
2217 SetAffectPathgraph( true, false );
2218 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2219 }
2220
2221 override bool CanUseConstruction()
2222 {
2223 return true;
2224 }
2225
2226 override bool CanUseConstructionBuild()
2227 {
2228 return true;
2229 }
2230
2231 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2232 {
2233 if ( attachment )
2234 {
2235 InventoryLocation inventory_location = new InventoryLocation;
2236 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2237
2238 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2239 }
2240
2241 return false;
2242 }
2243
2244 protected bool IsAttachmentSlotLocked( string slot_name )
2245 {
2246 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2247 }
2248
2249 //--- ATTACHMENT SLOTS
2250 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2251 {
2252 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2253 if ( g_Game.ConfigIsExisting( config_path ) )
2254 {
2255 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2256 }
2257 }
2258
2259 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2260 {
2261 return true;
2262 }
2263
2264 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2265 {
2266 return true;
2267 }
2268
2269 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2270 {
2271 return true;
2272 }
2273
2274 // --- INIT
2276 {
2277 m_Construction = new Construction(this);
2278 return m_Construction;
2279 }
2280
2282 {
2283 return m_Construction;
2284 }
2285
2287 {
2288 return Construction.Cast(m_Construction);
2289 }
2290
2292 {
2293 int attachment_count = GetInventory().AttachmentCount();
2294 if ( attachment_count > 0 )
2295 {
2296 if ( HasBase() && attachment_count == 1 )
2297 {
2298 return false;
2299 }
2300
2301 return true;
2302 }
2303
2304 return false;
2305 }
2306
2307 override bool ShowZonesHealth()
2308 {
2309 return true;
2310 }
2311
2312 override bool IsTakeable()
2313 {
2314 return false;
2315 }
2316
2317 //this into/outo parent.Cargo
2318 override bool CanPutInCargo( EntityAI parent )
2319 {
2320 return false;
2321 }
2322
2323 override bool CanRemoveFromCargo( EntityAI parent )
2324 {
2325 return false;
2326 }
2327
2328 //hands
2329 override bool CanPutIntoHands( EntityAI parent )
2330 {
2331 return false;
2332 }
2333
2334 //--- ACTION CONDITIONS
2335 //direction
2336 override bool IsFacingPlayer( PlayerBase player, string selection )
2337 {
2338 return true;
2339 }
2340
2341 override bool IsPlayerInside( PlayerBase player, string selection )
2342 {
2343 return true;
2344 }
2345
2348 {
2349 return false;
2350 }
2351
2352 //roof check
2353 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2354 {
2355 return false;
2356 }
2357
2358 //selection->player distance check
2359 bool HasProperDistance( string selection, PlayerBase player )
2360 {
2361 return true;
2362 }
2363
2364 //folding
2366 {
2367 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2368 {
2369 return false;
2370 }
2371
2372 return true;
2373 }
2374
2376 {
2379
2380 return item;
2381 }
2382
2383 //Damage triggers (barbed wire)
2384 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2385 {
2386 if ( g_Game && g_Game.IsServer() )
2387 {
2388 //destroy area damage if some already exists
2389 DestroyAreaDamage( slot_name );
2390
2391 //create new area damage
2393 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2394
2395 vector min_max[2];
2396 if ( MemoryPointExists( slot_name + "_min" ) )
2397 {
2398 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2399 }
2400 if ( MemoryPointExists( slot_name + "_max" ) )
2401 {
2402 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2403 }
2404
2405 //get proper trigger extents (min<max)
2406 vector extents[2];
2407 GetConstruction().GetTriggerExtents( min_max, extents );
2408
2409 //get box center
2410 vector center;
2411 center = GetConstruction().GetBoxCenter( min_max );
2412 center = ModelToWorld( center );
2413
2414 //rotate center if needed
2416 CalcDamageAreaRotation( rotation_angle, center, orientation );
2417
2418 areaDamage.SetExtents( extents[0], extents[1] );
2419 areaDamage.SetAreaPosition( center );
2420 areaDamage.SetAreaOrientation( orientation );
2421 areaDamage.SetLoopInterval( 1.0 );
2422 areaDamage.SetDeferDuration( 0.2 );
2423 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2424 areaDamage.SetAmmoName( "BarbedWireHit" );
2425 areaDamage.Spawn();
2426
2427 m_DamageTriggers.Insert( slot_name, areaDamage );
2428 }
2429 }
2430
2431 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2432 {
2433 if ( angle_deg != 0 )
2434 {
2435 //orientation
2436 orientation[0] = orientation[0] - angle_deg;
2437
2438 //center
2439 vector rotate_axis;
2440 if ( MemoryPointExists( "rotate_axis" ) )
2441 {
2442 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2443 }
2444 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];
2445 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];
2446 center[0] = r_center_x;
2447 center[2] = r_center_z;
2448 }
2449 }
2450
2451 void DestroyAreaDamage( string slot_name )
2452 {
2453 if (g_Game && g_Game.IsServer())
2454 {
2456 if (m_DamageTriggers.Find(slot_name, areaDamage))
2457 {
2458 if (areaDamage)
2459 {
2460 areaDamage.Destroy();
2461 }
2462
2463 m_DamageTriggers.Remove( slot_name );
2464 }
2465 }
2466 }
2467
2468 override bool IsIgnoredByConstruction()
2469 {
2470 return true;
2471 }
2472
2473 //================================================================
2474 // SOUNDS
2475 //================================================================
2476 protected void SoundBuildStart( string part_name )
2477 {
2478 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2479 }
2480
2481 protected void SoundDismantleStart( string part_name )
2482 {
2483 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2484 }
2485
2486 protected void SoundDestroyStart( string part_name )
2487 {
2488 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2489 }
2490
2491 protected string GetBuildSoundByMaterial( string part_name )
2492 {
2493 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2494
2495 switch ( material_type )
2496 {
2497 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2498 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2499 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2500 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2501 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2502 }
2503
2504 return "";
2505 }
2506
2507 protected string GetDismantleSoundByMaterial( string part_name )
2508 {
2509 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2510
2511 switch ( material_type )
2512 {
2513 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2514 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2515 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2516 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2517 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2518 }
2519
2520 return "";
2521 }
2522
2523 //misc
2524 void CheckForHybridAttachments( EntityAI item, string slot_name )
2525 {
2526 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2527 {
2528 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2529 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2530 {
2531 SetHealth(slot_name,"Health",item.GetHealth());
2532 }
2533 }
2534 }
2535
2536 override int GetDamageSystemVersionChange()
2537 {
2538 return 111;
2539 }
2540
2541 override void SetActions()
2542 {
2543 super.SetActions();
2544
2548 }
2549
2550 protected void DestroyConstructedParts()
2551 {
2552 Construction construction = GetConstruction();
2553 if (!construction)
2554 return;
2555
2556 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2557 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2558 {
2559 ConstructionPart part = constructionParts.GetElement(i);
2560 if (part && part.IsBuilt() && !part.IsUtilityPart())
2561 {
2562 construction.DestroyPartServer(null, part.GetPartName(), -1);
2563 }
2564 }
2565 }
2566
2567 protected void HandleFallingForConstructedParts()
2568 {
2569 Construction construction = GetConstruction();
2570 if (!construction)
2571 return;
2572
2573 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2574 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2575 {
2576 ConstructionPart part = constructionParts.GetElement(i);
2577 if (part && part.IsBuilt() && !part.IsUtilityPart())
2578 {
2579 construction.HandleEntityFalling(part.GetPartName());
2580 }
2581 }
2582 }
2583
2585 override void OnItemFallRebuilding()
2586 {
2587 if (!g_Game.IsServer())
2588 return;
2589
2592
2593 if (DestroyOnFall())
2594 {
2596 {
2598 }
2599 else
2600 {
2602 {
2604 }
2605 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2606 }
2607 }
2608 }
2609
2611 {
2612 if (HasAnyAttachmentsOrCargo())
2613 {
2615 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2616 }
2617 }
2618
2619 //================================================================
2620 // DEBUG
2621 //================================================================
2622
2625 {
2626 return null;
2627 }
2628
2629 override void OnDebugSpawn()
2630 {
2631 FullyBuild();
2632 }
2633
2634 void FullyBuild()
2635 {
2637 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2638
2639 Man p;
2640
2641 #ifdef SERVER
2642 array<Man> players = new array<Man>;
2643 g_Game.GetWorld().GetPlayerList(players);
2644 if (players.Count())
2645 p = players[0];
2646 #else
2647 p = g_Game.GetPlayer();
2648 #endif
2649
2650 foreach (ConstructionPart part : parts)
2651 {
2652 bool excluded = false;
2653 string partName = part.GetPartName();
2654 if (excludes)
2655 {
2656 foreach (string exclude : excludes)
2657 {
2658 if (partName.Contains(exclude))
2659 {
2660 excluded = true;
2661 break;
2662 }
2663 }
2664 }
2665
2666 if (!excluded)
2667 {
2668 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2669 }
2670 }
2671
2672 GetConstruction().UpdateVisuals();
2673 }
2674
2676 //Deprecated code playpen//
2678 [Obsolete("handled in the Construction component directly")]
2679 protected void HandleItemFalling(ConstructionPart part)
2680 {
2681 }
2682
2683 [Obsolete("handled in the Construction component directly")]
2684 protected void ItemFall(vector min, vector max)
2685 {
2686 }
2687
2688 [Obsolete("obsolete debug method")]
2689 protected void DebugCustomState()
2690 {
2691 }
2692}
2693
2694void bsbDebugPrint (string s)
2695{
2696#ifdef BSB_DEBUG
2697 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2698#else
2699 //Print("" + s); // comment/uncomment to hide/see debug logs
2700#endif
2701}
2702void bsbDebugSpam (string s)
2703{
2704#ifdef BSB_DEBUG_SPAM
2705 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2706#else
2707 //Print("" + s); // comment/uncomment to hide/see debug logs
2708#endif
2709}
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