DayZ 1.30
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◆ PerformRoofCheckForBase()

bool bsbDebugPrint::PerformRoofCheckForBase ( string partName,
PlayerBase player,
out bool result )
protected

См. определение в файле BaseBuildingBase.c строка 2238

2240{
2241 const string ANIMATION_DEPLOYED = "Deployed";
2242
2243 float m_ConstructionKitHealth; //stored health value for used construction kit
2244
2245 bool m_HasBase;
2246 //variables for synchronization of base building parts (2x31 is the current limit)
2247 int m_SyncParts01; //synchronization for already built parts (31 parts)
2248 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2249 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2250 int m_InteractedPartId; //construction part id that an action was performed on
2251 int m_PerformedActionId; //action id that was performed on a construction part
2252 protected ref ConstructionBasic m_Construction;
2253
2254 //Sounds
2255 //build
2256 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2257 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2258 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2259 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2260 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2261 //dismantle
2262 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2263 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2264 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2265 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2266 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2267
2268 protected EffectSound m_Sound;
2269
2273
2274 // Constructor
2275 void BaseBuildingBase()
2276 {
2278
2279 //synchronized variables
2280 RegisterNetSyncVariableInt( "m_SyncParts01" );
2281 RegisterNetSyncVariableInt( "m_SyncParts02" );
2282 RegisterNetSyncVariableInt( "m_SyncParts03" );
2283 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2284 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2285 RegisterNetSyncVariableBool( "m_HasBase" );
2286
2287 //Construction init
2288 ConstructionInit();
2289
2290 if (ConfigIsExisting("hybridAttachments"))
2291 {
2293 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2294 }
2295 if (ConfigIsExisting("mountables"))
2296 {
2298 ConfigGetTextArray("mountables", m_Mountables);
2299 }
2300
2301 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2302 SetAllowDamage(true);
2303 }
2304
2305 override string GetInvulnerabilityTypeString()
2306 {
2307 return "disableBaseDamage";
2308 }
2309
2310 override bool CanObstruct()
2311 {
2312 return true;
2313 }
2314
2315 override int GetHideIconMask()
2316 {
2317 return EInventoryIconVisibility.HIDE_VICINITY;
2318 }
2319
2320 override void InitItemSounds()
2321 {
2322 super.InitItemSounds();
2323
2325 SoundParameters params = new SoundParameters();
2326 params.m_Loop = true;
2327
2328 if (GetFoldSoundset() != string.Empty)
2329 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2330 if (GetLoopFoldSoundset() != string.Empty)
2331 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2332 }
2333
2334 override string GetFoldSoundset()
2335 {
2336 return "putDown_FenceKit_SoundSet";
2337 }
2338
2339 override string GetLoopFoldSoundset()
2340 {
2341 return "Shelter_Site_Build_Loop_SoundSet";
2342 }
2343
2344 // --- SYNCHRONIZATION
2346 {
2347 if ( g_Game.IsServer() )
2348 {
2349 SetSynchDirty();
2350 }
2351 }
2352
2353 override void OnVariablesSynchronized()
2354 {
2355 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2356 super.OnVariablesSynchronized();
2357
2358 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2359 }
2360
2361 protected void OnSynchronizedClient()
2362 {
2363 //update parts
2365
2366 //update action on part
2368
2369 //update visuals (client)
2370 UpdateVisuals();
2371 }
2372
2373 //parts synchronization
2374 void RegisterPartForSync( int part_id )
2375 {
2376 //part_id must starts from index = 1
2377 int offset;
2378 int mask;
2379
2380 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2381 {
2382 offset = part_id - 1;
2383 mask = 1 << offset;
2384
2385 m_SyncParts01 = m_SyncParts01 | mask;
2386 }
2387 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2388 {
2389 offset = ( part_id % 32 );
2390 mask = 1 << offset;
2391
2392 m_SyncParts02 = m_SyncParts02 | mask;
2393 }
2394 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2395 {
2396 offset = ( part_id % 63 );
2397 mask = 1 << offset;
2398
2399 m_SyncParts03 = m_SyncParts03 | mask;
2400 }
2401 }
2402
2403 void UnregisterPartForSync( int part_id )
2404 {
2405 //part_id must starts from index = 1
2406 int offset;
2407 int mask;
2408
2409 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2410 {
2411 offset = part_id - 1;
2412 mask = 1 << offset;
2413
2414 m_SyncParts01 = m_SyncParts01 & ~mask;
2415 }
2416 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2417 {
2418 offset = ( part_id % 32 );
2419 mask = 1 << offset;
2420
2421 m_SyncParts02 = m_SyncParts02 & ~mask;
2422 }
2423 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2424 {
2425 offset = ( part_id % 63 );
2426 mask = 1 << offset;
2427
2428 m_SyncParts03 = m_SyncParts03 & ~mask;
2429 }
2430 }
2431
2432 bool IsPartBuildInSyncData( int part_id )
2433 {
2434 //part_id must starts from index = 1
2435 int offset;
2436 int mask;
2437
2438 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2439 {
2440 offset = part_id - 1;
2441 mask = 1 << offset;
2442
2443 if ( ( m_SyncParts01 & mask ) > 0 )
2444 {
2445 return true;
2446 }
2447 }
2448 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2449 {
2450 offset = ( part_id % 32 );
2451 mask = 1 << offset;
2452
2453 if ( ( m_SyncParts02 & mask ) > 0 )
2454 {
2455 return true;
2456 }
2457 }
2458 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2459 {
2460 offset = ( part_id % 63 );
2461 mask = 1 << offset;
2462
2463 if ( ( m_SyncParts03 & mask ) > 0 )
2464 {
2465 return true;
2466 }
2467 }
2468
2469 return false;
2470 }
2471
2472 protected void RegisterActionForSync( int part_id, int action_id )
2473 {
2474 m_InteractedPartId = part_id;
2475 m_PerformedActionId = action_id;
2476 }
2477
2478 protected void ResetActionSyncData()
2479 {
2480 //reset data
2481 m_InteractedPartId = -1;
2483 }
2484
2485 protected void SetActionFromSyncData()
2486 {
2487 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2488 {
2490 int build_action_id = m_PerformedActionId;
2491
2492 switch( build_action_id )
2493 {
2494 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2495 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2496 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2497 }
2498 }
2499 }
2500 //------
2501
2503 {
2504 string key = part.GetPartName();
2505 bool is_base = part.IsBase();
2506 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2507 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2508 if ( is_part_built_sync )
2509 {
2510 if ( !part.IsBuilt() )
2511 {
2512 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2513 GetConstruction().AddToConstructedParts( key );
2514 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2515
2516 if (is_base)
2517 {
2519 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2520 }
2521 }
2522 }
2523 else
2524 {
2525 if ( part.IsBuilt() )
2526 {
2527 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2528 GetConstruction().RemoveFromConstructedParts( key );
2529 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2530
2531 if (is_base)
2532 {
2534 AddProxyPhysics( ANIMATION_DEPLOYED );
2535 }
2536 }
2537 }
2538
2539 //check slot lock for material attachments
2540 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2541 }
2542
2543 //set construction parts based on synchronized data
2545 {
2546 Construction construction = GetConstruction();
2547 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2548
2549 for ( int i = 0; i < construction_parts.Count(); ++i )
2550 {
2551 string key = construction_parts.GetKey( i );
2552 ConstructionPart value = construction_parts.Get( key );
2553 SetPartFromSyncData(value);
2554 }
2555
2556 //regenerate navmesh
2557 UpdateNavmesh();
2558 }
2559
2560 protected ConstructionPart GetConstructionPartById( int id )
2561 {
2562 Construction construction = GetConstruction();
2563 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2564
2565 for ( int i = 0; i < construction_parts.Count(); ++i )
2566 {
2567 string key = construction_parts.GetKey( i );
2568 ConstructionPart value = construction_parts.Get( key );
2569
2570 if ( value.GetId() == id )
2571 {
2572 return value;
2573 }
2574 }
2575
2576 return NULL;
2577 }
2578 //
2579
2580 //Base
2581 bool HasBase()
2582 {
2583 return m_HasBase;
2584 }
2585
2586 void SetBaseState( bool has_base )
2587 {
2588 m_HasBase = has_base;
2589 }
2590
2591 override bool IsDeployable()
2592 {
2593 return true;
2594 }
2595
2596 bool IsOpened()
2597 {
2598 return false;
2599 }
2600
2601 //--- CONSTRUCTION KIT
2603 {
2604 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2605 if ( m_ConstructionKitHealth > 0 )
2606 {
2607 construction_kit.SetHealth( m_ConstructionKitHealth );
2608 }
2609
2610 return construction_kit;
2611 }
2612
2613 void CreateConstructionKitInHands(notnull PlayerBase player)
2614 {
2615 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2616 if ( m_ConstructionKitHealth > 0 )
2617 {
2618 construction_kit.SetHealth( m_ConstructionKitHealth );
2619 }
2620 }
2621
2622 protected vector GetKitSpawnPosition()
2623 {
2624 return GetPosition();
2625 }
2626
2627 protected string GetConstructionKitType()
2628 {
2629 return "";
2630 }
2631
2632 void DestroyConstructionKit( ItemBase construction_kit )
2633 {
2634 m_ConstructionKitHealth = construction_kit.GetHealth();
2635 g_Game.ObjectDelete( construction_kit );
2636 }
2637
2638 //--- CONSTRUCTION
2639 void DestroyConstruction()
2640 {
2641 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2642 g_Game.ObjectDelete( this );
2643 }
2644
2645 // --- EVENTS
2646 override void EEDelete(EntityAI parent)
2647 {
2648 super.EEDelete(parent);
2649
2650 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2651 {
2652 areaDamage.Destroy();
2653 }
2654
2655 }
2656
2657 override void OnStoreSave( ParamsWriteContext ctx )
2658 {
2659 super.OnStoreSave( ctx );
2660
2661 //sync parts 01
2662 ctx.Write( m_SyncParts01 );
2663 ctx.Write( m_SyncParts02 );
2664 ctx.Write( m_SyncParts03 );
2665
2666 ctx.Write( m_HasBase );
2667 }
2668
2669 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2670 {
2671 if ( !super.OnStoreLoad( ctx, version ) )
2672 return false;
2673
2674 //--- Base building data ---
2675 //Restore synced parts data
2676 if ( !ctx.Read( m_SyncParts01 ) )
2677 {
2678 m_SyncParts01 = 0; //set default
2679 return false;
2680 }
2681 if ( !ctx.Read( m_SyncParts02 ) )
2682 {
2683 m_SyncParts02 = 0; //set default
2684 return false;
2685 }
2686 if ( !ctx.Read( m_SyncParts03 ) )
2687 {
2688 m_SyncParts03 = 0; //set default
2689 return false;
2690 }
2691
2692 //has base
2693 if ( !ctx.Read( m_HasBase ) )
2694 {
2695 m_HasBase = false;
2696 return false;
2697 }
2698 //---
2699
2700 return true;
2701 }
2702
2703 override void AfterStoreLoad()
2704 {
2705 super.AfterStoreLoad();
2706
2708 {
2710 }
2711 }
2712
2714 {
2715 //update server data
2717
2718 //set base state
2719 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2720 SetBaseState( part.IsBuilt() ) ;
2721
2722 //synchronize after load
2724 }
2725
2726 override void OnCreatePhysics()
2727 {
2728 super.OnCreatePhysics();
2729
2730 ConstructionInit();
2732 }
2733
2734 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2735 {
2737 return;
2738
2739 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2740 }
2741
2742 override void EEOnAfterLoad()
2743 {
2745 {
2746 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2747 }
2748
2749 super.EEOnAfterLoad();
2750 }
2751
2752 override void EEItemAttached( EntityAI item, string slot_name )
2753 {
2754 super.EEItemAttached( item, slot_name );
2755
2756 CheckForHybridAttachments( item, slot_name );
2757 UpdateVisuals();
2758 UpdateAttachmentPhysics( slot_name, false );
2759 }
2760
2761 override void EEItemDetached( EntityAI item, string slot_name )
2762 {
2763 super.EEItemDetached( item, slot_name );
2764
2765 UpdateVisuals();
2766 UpdateAttachmentPhysics( slot_name, false );
2767 }
2768
2769 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2770 {
2771 string slot_name = InventorySlots.GetSlotName( slotId );
2772 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2773
2774 UpdateAttachmentVisuals( slot_name, locked );
2775 UpdateAttachmentPhysics( slot_name, locked );
2776 }
2777
2778 //ignore out of reach condition
2779 override bool IgnoreOutOfReachCondition()
2780 {
2781 return true;
2782 }
2783
2784 //CONSTRUCTION EVENTS
2785 //Build
2786 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2787 {
2788 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2789
2790 //check base state
2791 if (construtionPart.IsBase())
2792 {
2793 SetBaseState(true);
2794
2795 //spawn kit
2797 }
2798
2799 //register constructed parts for synchronization
2800 RegisterPartForSync(construtionPart.GetId());
2801
2802 //register action that was performed on part
2803 RegisterActionForSync(construtionPart.GetId(), action_id);
2804
2805 //synchronize
2807
2808 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2809
2810 UpdateNavmesh();
2811
2812 //update visuals
2813 UpdateVisuals();
2814
2815 //reset action sync data
2816 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2817 }
2818
2819 void OnPartBuiltClient(string part_name, int action_id)
2820 {
2821 //play sound
2822 SoundBuildStart( part_name );
2823 }
2824
2825 //Dismantle
2826 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2827 {
2828 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2829 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2830
2831 //register constructed parts for synchronization
2832 UnregisterPartForSync(construtionPart.GetId());
2833
2834 //register action that was performed on part
2835 RegisterActionForSync(construtionPart.GetId(), action_id);
2836
2837 //synchronize
2839
2840 // server part of sync, client will be synced from SetPartsFromSyncData
2841 SetPartFromSyncData(construtionPart);
2842
2843 UpdateNavmesh();
2844
2845 //update visuals
2846 UpdateVisuals();
2847
2848 //reset action sync data
2849 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2850
2851 //check base state
2852 if (construtionPart.IsBase())
2853 {
2854 //Destroy construction
2855 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2856 }
2857 }
2858
2859 void OnPartDismantledClient( string part_name, int action_id )
2860 {
2861 //play sound
2862 SoundDismantleStart( part_name );
2863 }
2864
2865 //Destroy
2866 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2867 {
2868 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2869 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2870
2871 //register constructed parts for synchronization
2872 UnregisterPartForSync(construtionPart.GetId());
2873
2874 //register action that was performed on part
2875 RegisterActionForSync(construtionPart.GetId(), action_id);
2876
2877 //synchronize
2879
2880 // server part of sync, client will be synced from SetPartsFromSyncData
2881 SetPartFromSyncData(construtionPart);
2882
2883 UpdateNavmesh();
2884
2885 //update visuals
2886 UpdateVisuals();
2887
2888 //reset action sync data
2889 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2890
2891 //check base state
2892 if (construtionPart.IsBase())
2893 {
2894 //Destroy construction
2895 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2896 }
2897 }
2898
2899 void OnPartDestroyedClient( string part_name, int action_id )
2900 {
2901 //play sound
2902 SoundDestroyStart( part_name );
2903 }
2904
2905 // --- UPDATE
2906 void InitBaseState()
2907 {
2908 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2909
2910 InitVisuals();
2911 UpdateNavmesh(); //regenerate navmesh
2912 }
2913
2914 void InitVisuals()
2915 {
2916 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2917 //check base
2918 if ( !HasBase() )
2919 {
2920 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2921 }
2922 else
2923 {
2924 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2925 }
2926
2927 GetConstruction().InitVisuals();
2928 }
2929
2930 void UpdateVisuals()
2931 {
2932 array<string> attachmentSlots = new array<string>;
2933
2934 GetAttachmentSlots(this, attachmentSlots);
2935 foreach (string slotName : attachmentSlots)
2936 {
2938 }
2939
2940 //check base
2941 if (!HasBase())
2942 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2943 else
2944 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2945
2946 GetConstruction().UpdateVisuals();
2947 }
2948
2949 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2950 {
2951 string slotNameMounted = slot_name + "_Mounted";
2952 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2953
2954 if (attachment)
2955 {
2956 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2957 if (barbedWire && barbedWire.IsMounted())
2958 CreateAreaDamage(slotNameMounted);
2959 else
2960 DestroyAreaDamage(slotNameMounted);
2961
2962 if (is_locked)
2963 {
2964 SetAnimationPhase(slotNameMounted, 0);
2965 SetAnimationPhase(slot_name, 1);
2966 }
2967 else
2968 {
2969 SetAnimationPhase(slotNameMounted, 1);
2970 SetAnimationPhase(slot_name, 0);
2971 }
2972 }
2973 else
2974 {
2975 SetAnimationPhase(slotNameMounted, 1);
2976 SetAnimationPhase(slot_name, 1);
2977
2978 DestroyAreaDamage(slotNameMounted);
2979 }
2980 }
2981
2982 // avoid calling this function on frequent occasions, it's a massive performance hit
2983 void UpdatePhysics()
2984 {
2986 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2987
2988 array<string> attachmentSlots = new array<string>;
2989 GetAttachmentSlots(this, attachmentSlots);
2990
2992 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2993
2994 foreach (string slotName : attachmentSlots)
2995 {
2997 }
2998
2999 //check base
3000 if (!HasBase())
3001 {
3003 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3004
3005 AddProxyPhysics(ANIMATION_DEPLOYED);
3006 }
3007 else
3008 {
3010 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3011
3012 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3013 }
3014
3015 GetConstruction().UpdatePhysics();
3016 UpdateNavmesh();
3017 }
3018
3019 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3020 {
3021 //checks for invalid appends; hotfix
3022 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3023 return;
3024 //----------------------------------
3025 string slot_name_mounted = slot_name + "_Mounted";
3026 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3027
3028 //remove proxy physics
3029 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3030 RemoveProxyPhysics( slot_name_mounted );
3031 RemoveProxyPhysics( slot_name );
3032
3033 if ( attachment )
3034 {
3035 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3036 if ( is_locked )
3037 {
3038 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3039 AddProxyPhysics( slot_name_mounted );
3040 }
3041 else
3042 {
3043 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3044 AddProxyPhysics( slot_name );
3045 }
3046 }
3047 }
3048
3049 protected void UpdateNavmesh()
3050 {
3051 SetAffectPathgraph( true, false );
3052 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3053 }
3054
3055 override bool CanUseConstruction()
3056 {
3057 return true;
3058 }
3059
3060 override bool CanUseConstructionBuild()
3061 {
3062 return true;
3063 }
3064
3065 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3066 {
3067 if ( attachment )
3068 {
3069 InventoryLocation inventory_location = new InventoryLocation;
3070 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3071
3072 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3073 }
3074
3075 return false;
3076 }
3077
3078 protected bool IsAttachmentSlotLocked( string slot_name )
3079 {
3080 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3081 }
3082
3083 //--- ATTACHMENT SLOTS
3084 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3085 {
3086 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3087 if ( g_Game.ConfigIsExisting( config_path ) )
3088 {
3089 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3090 }
3091 }
3092
3093 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3094 {
3095 return true;
3096 }
3097
3098 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3099 {
3100 return true;
3101 }
3102
3103 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3104 {
3105 return true;
3106 }
3107
3108 // --- INIT
3110 {
3111 m_Construction = new Construction(this);
3112 return m_Construction;
3113 }
3114
3116 {
3117 return m_Construction;
3118 }
3119
3121 {
3122 return Construction.Cast(m_Construction);
3123 }
3124
3126 {
3127 int attachment_count = GetInventory().AttachmentCount();
3128 if ( attachment_count > 0 )
3129 {
3130 if ( HasBase() && attachment_count == 1 )
3131 {
3132 return false;
3133 }
3134
3135 return true;
3136 }
3137
3138 return false;
3139 }
3140
3141 override bool ShowZonesHealth()
3142 {
3143 return true;
3144 }
3145
3146 override bool IsTakeable()
3147 {
3148 return false;
3149 }
3150
3151 //this into/outo parent.Cargo
3152 override bool CanPutInCargo( EntityAI parent )
3153 {
3154 return false;
3155 }
3156
3157 override bool CanRemoveFromCargo( EntityAI parent )
3158 {
3159 return false;
3160 }
3161
3162 //hands
3163 override bool CanPutIntoHands( EntityAI parent )
3164 {
3165 return false;
3166 }
3167
3168 //--- ACTION CONDITIONS
3169 //direction
3170 override bool IsFacingPlayer( PlayerBase player, string selection )
3171 {
3172 return true;
3173 }
3174
3175 override bool IsPlayerInside( PlayerBase player, string selection )
3176 {
3177 return true;
3178 }
3179
3182 {
3183 return false;
3184 }
3185
3186 //roof check
3187 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3188 {
3189 return false;
3190 }
3191
3192 //selection->player distance check
3193 bool HasProperDistance( string selection, PlayerBase player )
3194 {
3195 return true;
3196 }
3197
3198 //folding
3200 {
3201 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3202 {
3203 return false;
3204 }
3205
3206 return true;
3207 }
3208
3210 {
3213
3214 return item;
3215 }
3216
3217 //Damage triggers (barbed wire)
3218 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3219 {
3220 if ( g_Game && g_Game.IsServer() )
3221 {
3222 //destroy area damage if some already exists
3223 DestroyAreaDamage( slot_name );
3224
3225 //create new area damage
3227 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3228
3229 vector min_max[2];
3230 if ( MemoryPointExists( slot_name + "_min" ) )
3231 {
3232 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3233 }
3234 if ( MemoryPointExists( slot_name + "_max" ) )
3235 {
3236 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3237 }
3238
3239 //get proper trigger extents (min<max)
3240 vector extents[2];
3241 GetConstruction().GetTriggerExtents( min_max, extents );
3242
3243 //get box center
3244 vector center;
3245 center = GetConstruction().GetBoxCenter( min_max );
3246 center = ModelToWorld( center );
3247
3248 //rotate center if needed
3250 CalcDamageAreaRotation( rotation_angle, center, orientation );
3251
3252 areaDamage.SetExtents( extents[0], extents[1] );
3253 areaDamage.SetAreaPosition( center );
3254 areaDamage.SetAreaOrientation( orientation );
3255 areaDamage.SetLoopInterval( 1.0 );
3256 areaDamage.SetDeferDuration( 0.2 );
3257 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3258 areaDamage.SetAmmoName( "BarbedWireHit" );
3259 areaDamage.Spawn();
3260
3261 m_DamageTriggers.Insert( slot_name, areaDamage );
3262 }
3263 }
3264
3265 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3266 {
3267 if ( angle_deg != 0 )
3268 {
3269 //orientation
3270 orientation[0] = orientation[0] - angle_deg;
3271
3272 //center
3273 vector rotate_axis;
3274 if ( MemoryPointExists( "rotate_axis" ) )
3275 {
3276 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3277 }
3278 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];
3279 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];
3280 center[0] = r_center_x;
3281 center[2] = r_center_z;
3282 }
3283 }
3284
3285 void DestroyAreaDamage( string slot_name )
3286 {
3287 if (g_Game && g_Game.IsServer())
3288 {
3290 if (m_DamageTriggers.Find(slot_name, areaDamage))
3291 {
3292 if (areaDamage)
3293 {
3294 areaDamage.Destroy();
3295 }
3296
3297 m_DamageTriggers.Remove( slot_name );
3298 }
3299 }
3300 }
3301
3302 override bool IsIgnoredByConstruction()
3303 {
3304 return true;
3305 }
3306
3307 //================================================================
3308 // SOUNDS
3309 //================================================================
3310 protected void SoundBuildStart( string part_name )
3311 {
3312 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3313 }
3314
3315 protected void SoundDismantleStart( string part_name )
3316 {
3317 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3318 }
3319
3320 protected void SoundDestroyStart( string part_name )
3321 {
3322 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3323 }
3324
3325 protected string GetBuildSoundByMaterial( string part_name )
3326 {
3327 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3328
3329 switch ( material_type )
3330 {
3331 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3332 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3333 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3334 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3335 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3336 }
3337
3338 return "";
3339 }
3340
3341 protected string GetDismantleSoundByMaterial( string part_name )
3342 {
3343 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3344
3345 switch ( material_type )
3346 {
3347 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3348 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3349 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3350 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3351 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3352 }
3353
3354 return "";
3355 }
3356
3357 //misc
3358 void CheckForHybridAttachments( EntityAI item, string slot_name )
3359 {
3360 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3361 {
3362 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3363 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3364 {
3365 SetHealth(slot_name,"Health",item.GetHealth());
3366 }
3367 }
3368 }
3369
3370 override int GetDamageSystemVersionChange()
3371 {
3372 return 111;
3373 }
3374
3375 override void SetActions()
3376 {
3377 super.SetActions();
3378
3382 }
3383
3384 protected void DestroyConstructedParts()
3385 {
3386 Construction construction = GetConstruction();
3387 if (!construction)
3388 return;
3389
3390 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3391 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3392 {
3393 ConstructionPart part = constructionParts.GetElement(i);
3394 if (part && part.IsBuilt() && !part.IsUtilityPart())
3395 {
3396 construction.DestroyPartServer(null, part.GetPartName(), -1);
3397 }
3398 }
3399 }
3400
3401 protected void HandleFallingForConstructedParts()
3402 {
3403 Construction construction = GetConstruction();
3404 if (!construction)
3405 return;
3406
3407 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3408 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3409 {
3410 ConstructionPart part = constructionParts.GetElement(i);
3411 if (part && part.IsBuilt() && !part.IsUtilityPart())
3412 {
3413 construction.HandleEntityFalling(part.GetPartName());
3414 }
3415 }
3416 }
3417
3419 override void OnItemFallRebuilding()
3420 {
3421 if (!g_Game.IsServer())
3422 return;
3423
3426
3427 if (DestroyOnFall())
3428 {
3430 {
3432 }
3433 else
3434 {
3436 {
3438 }
3439 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3440 }
3441 }
3442 }
3443
3445 {
3446 if (HasAnyAttachmentsOrCargo())
3447 {
3449 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3450 }
3451 }
3452
3453 //================================================================
3454 // DEBUG
3455 //================================================================
3456
3459 {
3460 return null;
3461 }
3462
3463 override void OnDebugSpawn()
3464 {
3465 FullyBuild();
3466 }
3467
3468 void FullyBuild()
3469 {
3471 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3472
3473 Man p;
3474
3475 #ifdef SERVER
3476 array<Man> players = new array<Man>;
3477 g_Game.GetWorld().GetPlayerList(players);
3478 if (players.Count())
3479 p = players[0];
3480 #else
3481 p = g_Game.GetPlayer();
3482 #endif
3483
3484 foreach (ConstructionPart part : parts)
3485 {
3486 bool excluded = false;
3487 string partName = part.GetPartName();
3488 if (excludes)
3489 {
3490 foreach (string exclude : excludes)
3491 {
3492 if (partName.Contains(exclude))
3493 {
3494 excluded = true;
3495 break;
3496 }
3497 }
3498 }
3499
3500 if (!excluded)
3501 {
3502 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3503 }
3504 }
3505
3506 GetConstruction().UpdateVisuals();
3507 }
3508
3510 //Deprecated code playpen//
3512 [Obsolete("handled in the Construction component directly")]
3513 protected void HandleItemFalling(ConstructionPart part)
3514 {
3515 }
3516
3517 [Obsolete("handled in the Construction component directly")]
3518 protected void ItemFall(vector min, vector max)
3519 {
3520 }
3521
3522 [Obsolete("obsolete debug method")]
3523 protected void DebugCustomState()
3524 {
3525 }
3526}
3527
3528void bsbDebugPrint (string s)
3529{
3530#ifdef BSB_DEBUG
3531 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3532#else
3533 //Print("" + s); // comment/uncomment to hide/see debug logs
3534#endif
3535}
3536void bsbDebugSpam (string s)
3537{
3538#ifdef BSB_DEBUG_SPAM
3539 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3540#else
3541 //Print("" + s); // comment/uncomment to hide/see debug logs
3542#endif
3543}
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