DayZ 1.30
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◆ SoundDismantleStart()

void bsbDebugPrint::SoundDismantleStart ( string part_name)
protected

См. определение в файле BaseBuildingBase.c строка 2366

2368{
2369 const string ANIMATION_DEPLOYED = "Deployed";
2370
2371 float m_ConstructionKitHealth; //stored health value for used construction kit
2372
2373 bool m_HasBase;
2374 //variables for synchronization of base building parts (2x31 is the current limit)
2375 int m_SyncParts01; //synchronization for already built parts (31 parts)
2376 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2377 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2378 int m_InteractedPartId; //construction part id that an action was performed on
2379 int m_PerformedActionId; //action id that was performed on a construction part
2380 protected ref ConstructionBasic m_Construction;
2381
2382 //Sounds
2383 //build
2384 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2385 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2386 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2387 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2388 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2389 //dismantle
2390 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2391 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2392 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2393 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2394 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2395
2396 protected EffectSound m_Sound;
2397
2401
2402 // Constructor
2403 void BaseBuildingBase()
2404 {
2406
2407 //synchronized variables
2408 RegisterNetSyncVariableInt( "m_SyncParts01" );
2409 RegisterNetSyncVariableInt( "m_SyncParts02" );
2410 RegisterNetSyncVariableInt( "m_SyncParts03" );
2411 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2412 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2413 RegisterNetSyncVariableBool( "m_HasBase" );
2414
2415 //Construction init
2416 ConstructionInit();
2417
2418 if (ConfigIsExisting("hybridAttachments"))
2419 {
2421 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2422 }
2423 if (ConfigIsExisting("mountables"))
2424 {
2426 ConfigGetTextArray("mountables", m_Mountables);
2427 }
2428
2429 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2430 SetAllowDamage(true);
2431 }
2432
2433 override string GetInvulnerabilityTypeString()
2434 {
2435 return "disableBaseDamage";
2436 }
2437
2438 override bool CanObstruct()
2439 {
2440 return true;
2441 }
2442
2443 override int GetHideIconMask()
2444 {
2445 return EInventoryIconVisibility.HIDE_VICINITY;
2446 }
2447
2448 override void InitItemSounds()
2449 {
2450 super.InitItemSounds();
2451
2453 SoundParameters params = new SoundParameters();
2454 params.m_Loop = true;
2455
2456 if (GetFoldSoundset() != string.Empty)
2457 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2458 if (GetLoopFoldSoundset() != string.Empty)
2459 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2460 }
2461
2462 override string GetFoldSoundset()
2463 {
2464 return "putDown_FenceKit_SoundSet";
2465 }
2466
2467 override string GetLoopFoldSoundset()
2468 {
2469 return "Shelter_Site_Build_Loop_SoundSet";
2470 }
2471
2472 // --- SYNCHRONIZATION
2474 {
2475 if ( g_Game.IsServer() )
2476 {
2477 SetSynchDirty();
2478 }
2479 }
2480
2481 override void OnVariablesSynchronized()
2482 {
2483 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2484 super.OnVariablesSynchronized();
2485
2486 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2487 }
2488
2489 protected void OnSynchronizedClient()
2490 {
2491 //update parts
2493
2494 //update action on part
2496
2497 //update visuals (client)
2498 UpdateVisuals();
2499 }
2500
2501 //parts synchronization
2502 void RegisterPartForSync( int part_id )
2503 {
2504 //part_id must starts from index = 1
2505 int offset;
2506 int mask;
2507
2508 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2509 {
2510 offset = part_id - 1;
2511 mask = 1 << offset;
2512
2513 m_SyncParts01 = m_SyncParts01 | mask;
2514 }
2515 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2516 {
2517 offset = ( part_id % 32 );
2518 mask = 1 << offset;
2519
2520 m_SyncParts02 = m_SyncParts02 | mask;
2521 }
2522 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2523 {
2524 offset = ( part_id % 63 );
2525 mask = 1 << offset;
2526
2527 m_SyncParts03 = m_SyncParts03 | mask;
2528 }
2529 }
2530
2531 void UnregisterPartForSync( int part_id )
2532 {
2533 //part_id must starts from index = 1
2534 int offset;
2535 int mask;
2536
2537 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2538 {
2539 offset = part_id - 1;
2540 mask = 1 << offset;
2541
2542 m_SyncParts01 = m_SyncParts01 & ~mask;
2543 }
2544 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2545 {
2546 offset = ( part_id % 32 );
2547 mask = 1 << offset;
2548
2549 m_SyncParts02 = m_SyncParts02 & ~mask;
2550 }
2551 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2552 {
2553 offset = ( part_id % 63 );
2554 mask = 1 << offset;
2555
2556 m_SyncParts03 = m_SyncParts03 & ~mask;
2557 }
2558 }
2559
2560 bool IsPartBuildInSyncData( int part_id )
2561 {
2562 //part_id must starts from index = 1
2563 int offset;
2564 int mask;
2565
2566 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2567 {
2568 offset = part_id - 1;
2569 mask = 1 << offset;
2570
2571 if ( ( m_SyncParts01 & mask ) > 0 )
2572 {
2573 return true;
2574 }
2575 }
2576 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2577 {
2578 offset = ( part_id % 32 );
2579 mask = 1 << offset;
2580
2581 if ( ( m_SyncParts02 & mask ) > 0 )
2582 {
2583 return true;
2584 }
2585 }
2586 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2587 {
2588 offset = ( part_id % 63 );
2589 mask = 1 << offset;
2590
2591 if ( ( m_SyncParts03 & mask ) > 0 )
2592 {
2593 return true;
2594 }
2595 }
2596
2597 return false;
2598 }
2599
2600 protected void RegisterActionForSync( int part_id, int action_id )
2601 {
2602 m_InteractedPartId = part_id;
2603 m_PerformedActionId = action_id;
2604 }
2605
2606 protected void ResetActionSyncData()
2607 {
2608 //reset data
2609 m_InteractedPartId = -1;
2611 }
2612
2613 protected void SetActionFromSyncData()
2614 {
2615 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2616 {
2618 int build_action_id = m_PerformedActionId;
2619
2620 switch( build_action_id )
2621 {
2622 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2623 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2624 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2625 }
2626 }
2627 }
2628 //------
2629
2631 {
2632 string key = part.GetPartName();
2633 bool is_base = part.IsBase();
2634 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2635 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2636 if ( is_part_built_sync )
2637 {
2638 if ( !part.IsBuilt() )
2639 {
2640 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2641 GetConstruction().AddToConstructedParts( key );
2642 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2643
2644 if (is_base)
2645 {
2647 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2648 }
2649 }
2650 }
2651 else
2652 {
2653 if ( part.IsBuilt() )
2654 {
2655 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2656 GetConstruction().RemoveFromConstructedParts( key );
2657 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2658
2659 if (is_base)
2660 {
2662 AddProxyPhysics( ANIMATION_DEPLOYED );
2663 }
2664 }
2665 }
2666
2667 //check slot lock for material attachments
2668 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2669 }
2670
2671 //set construction parts based on synchronized data
2673 {
2674 Construction construction = GetConstruction();
2675 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2676
2677 for ( int i = 0; i < construction_parts.Count(); ++i )
2678 {
2679 string key = construction_parts.GetKey( i );
2680 ConstructionPart value = construction_parts.Get( key );
2681 SetPartFromSyncData(value);
2682 }
2683
2684 //regenerate navmesh
2685 UpdateNavmesh();
2686 }
2687
2688 protected ConstructionPart GetConstructionPartById( int id )
2689 {
2690 Construction construction = GetConstruction();
2691 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2692
2693 for ( int i = 0; i < construction_parts.Count(); ++i )
2694 {
2695 string key = construction_parts.GetKey( i );
2696 ConstructionPart value = construction_parts.Get( key );
2697
2698 if ( value.GetId() == id )
2699 {
2700 return value;
2701 }
2702 }
2703
2704 return NULL;
2705 }
2706 //
2707
2708 //Base
2709 bool HasBase()
2710 {
2711 return m_HasBase;
2712 }
2713
2714 void SetBaseState( bool has_base )
2715 {
2716 m_HasBase = has_base;
2717 }
2718
2719 override bool IsDeployable()
2720 {
2721 return true;
2722 }
2723
2724 bool IsOpened()
2725 {
2726 return false;
2727 }
2728
2729 //--- CONSTRUCTION KIT
2731 {
2732 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2733 if ( m_ConstructionKitHealth > 0 )
2734 {
2735 construction_kit.SetHealth( m_ConstructionKitHealth );
2736 }
2737
2738 return construction_kit;
2739 }
2740
2741 void CreateConstructionKitInHands(notnull PlayerBase player)
2742 {
2743 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2744 if ( m_ConstructionKitHealth > 0 )
2745 {
2746 construction_kit.SetHealth( m_ConstructionKitHealth );
2747 }
2748 }
2749
2750 protected vector GetKitSpawnPosition()
2751 {
2752 return GetPosition();
2753 }
2754
2755 protected string GetConstructionKitType()
2756 {
2757 return "";
2758 }
2759
2760 void DestroyConstructionKit( ItemBase construction_kit )
2761 {
2762 m_ConstructionKitHealth = construction_kit.GetHealth();
2763 g_Game.ObjectDelete( construction_kit );
2764 }
2765
2766 //--- CONSTRUCTION
2767 void DestroyConstruction()
2768 {
2769 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2770 g_Game.ObjectDelete( this );
2771 }
2772
2773 // --- EVENTS
2774 override void EEDelete(EntityAI parent)
2775 {
2776 super.EEDelete(parent);
2777
2778 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2779 {
2780 areaDamage.Destroy();
2781 }
2782
2783 }
2784
2785 override void OnStoreSave( ParamsWriteContext ctx )
2786 {
2787 super.OnStoreSave( ctx );
2788
2789 //sync parts 01
2790 ctx.Write( m_SyncParts01 );
2791 ctx.Write( m_SyncParts02 );
2792 ctx.Write( m_SyncParts03 );
2793
2794 ctx.Write( m_HasBase );
2795 }
2796
2797 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2798 {
2799 if ( !super.OnStoreLoad( ctx, version ) )
2800 return false;
2801
2802 //--- Base building data ---
2803 //Restore synced parts data
2804 if ( !ctx.Read( m_SyncParts01 ) )
2805 {
2806 m_SyncParts01 = 0; //set default
2807 return false;
2808 }
2809 if ( !ctx.Read( m_SyncParts02 ) )
2810 {
2811 m_SyncParts02 = 0; //set default
2812 return false;
2813 }
2814 if ( !ctx.Read( m_SyncParts03 ) )
2815 {
2816 m_SyncParts03 = 0; //set default
2817 return false;
2818 }
2819
2820 //has base
2821 if ( !ctx.Read( m_HasBase ) )
2822 {
2823 m_HasBase = false;
2824 return false;
2825 }
2826 //---
2827
2828 return true;
2829 }
2830
2831 override void AfterStoreLoad()
2832 {
2833 super.AfterStoreLoad();
2834
2836 {
2838 }
2839 }
2840
2842 {
2843 //update server data
2845
2846 //set base state
2847 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2848 SetBaseState( part.IsBuilt() ) ;
2849
2850 //synchronize after load
2852 }
2853
2854 override void OnCreatePhysics()
2855 {
2856 super.OnCreatePhysics();
2857
2858 ConstructionInit();
2860 }
2861
2862 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2863 {
2865 return;
2866
2867 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2868 }
2869
2870 override void EEOnAfterLoad()
2871 {
2873 {
2874 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2875 }
2876
2877 super.EEOnAfterLoad();
2878 }
2879
2880 override void EEItemAttached( EntityAI item, string slot_name )
2881 {
2882 super.EEItemAttached( item, slot_name );
2883
2884 CheckForHybridAttachments( item, slot_name );
2885 UpdateVisuals();
2886 UpdateAttachmentPhysics( slot_name, false );
2887 }
2888
2889 override void EEItemDetached( EntityAI item, string slot_name )
2890 {
2891 super.EEItemDetached( item, slot_name );
2892
2893 UpdateVisuals();
2894 UpdateAttachmentPhysics( slot_name, false );
2895 }
2896
2897 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2898 {
2899 string slot_name = InventorySlots.GetSlotName( slotId );
2900 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2901
2902 UpdateAttachmentVisuals( slot_name, locked );
2903 UpdateAttachmentPhysics( slot_name, locked );
2904 }
2905
2906 //ignore out of reach condition
2907 override bool IgnoreOutOfReachCondition()
2908 {
2909 return true;
2910 }
2911
2912 //CONSTRUCTION EVENTS
2913 //Build
2914 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2915 {
2916 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2917
2918 //check base state
2919 if (construtionPart.IsBase())
2920 {
2921 SetBaseState(true);
2922
2923 //spawn kit
2925 }
2926
2927 //register constructed parts for synchronization
2928 RegisterPartForSync(construtionPart.GetId());
2929
2930 //register action that was performed on part
2931 RegisterActionForSync(construtionPart.GetId(), action_id);
2932
2933 //synchronize
2935
2936 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2937
2938 UpdateNavmesh();
2939
2940 //update visuals
2941 UpdateVisuals();
2942
2943 //reset action sync data
2944 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2945 }
2946
2947 void OnPartBuiltClient(string part_name, int action_id)
2948 {
2949 //play sound
2950 SoundBuildStart( part_name );
2951 }
2952
2953 //Dismantle
2954 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2955 {
2956 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2957 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2958
2959 //register constructed parts for synchronization
2960 UnregisterPartForSync(construtionPart.GetId());
2961
2962 //register action that was performed on part
2963 RegisterActionForSync(construtionPart.GetId(), action_id);
2964
2965 //synchronize
2967
2968 // server part of sync, client will be synced from SetPartsFromSyncData
2969 SetPartFromSyncData(construtionPart);
2970
2971 UpdateNavmesh();
2972
2973 //update visuals
2974 UpdateVisuals();
2975
2976 //reset action sync data
2977 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2978
2979 //check base state
2980 if (construtionPart.IsBase())
2981 {
2982 //Destroy construction
2983 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2984 }
2985 }
2986
2987 void OnPartDismantledClient( string part_name, int action_id )
2988 {
2989 //play sound
2990 SoundDismantleStart( part_name );
2991 }
2992
2993 //Destroy
2994 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2995 {
2996 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2997 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2998
2999 //register constructed parts for synchronization
3000 UnregisterPartForSync(construtionPart.GetId());
3001
3002 //register action that was performed on part
3003 RegisterActionForSync(construtionPart.GetId(), action_id);
3004
3005 //synchronize
3007
3008 // server part of sync, client will be synced from SetPartsFromSyncData
3009 SetPartFromSyncData(construtionPart);
3010
3011 UpdateNavmesh();
3012
3013 //update visuals
3014 UpdateVisuals();
3015
3016 //reset action sync data
3017 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3018
3019 //check base state
3020 if (construtionPart.IsBase())
3021 {
3022 //Destroy construction
3023 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3024 }
3025 }
3026
3027 void OnPartDestroyedClient( string part_name, int action_id )
3028 {
3029 //play sound
3030 SoundDestroyStart( part_name );
3031 }
3032
3033 // --- UPDATE
3034 void InitBaseState()
3035 {
3036 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3037
3038 InitVisuals();
3039 UpdateNavmesh(); //regenerate navmesh
3040 }
3041
3042 void InitVisuals()
3043 {
3044 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3045 //check base
3046 if ( !HasBase() )
3047 {
3048 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3049 }
3050 else
3051 {
3052 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3053 }
3054
3055 GetConstruction().InitVisuals();
3056 }
3057
3058 void UpdateVisuals()
3059 {
3060 array<string> attachmentSlots = new array<string>;
3061
3062 GetAttachmentSlots(this, attachmentSlots);
3063 foreach (string slotName : attachmentSlots)
3064 {
3066 }
3067
3068 //check base
3069 if (!HasBase())
3070 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3071 else
3072 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3073
3074 GetConstruction().UpdateVisuals();
3075 }
3076
3077 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3078 {
3079 string slotNameMounted = slot_name + "_Mounted";
3080 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3081
3082 if (attachment)
3083 {
3084 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3085 if (barbedWire && barbedWire.IsMounted())
3086 CreateAreaDamage(slotNameMounted);
3087 else
3088 DestroyAreaDamage(slotNameMounted);
3089
3090 if (is_locked)
3091 {
3092 SetAnimationPhase(slotNameMounted, 0);
3093 SetAnimationPhase(slot_name, 1);
3094 }
3095 else
3096 {
3097 SetAnimationPhase(slotNameMounted, 1);
3098 SetAnimationPhase(slot_name, 0);
3099 }
3100 }
3101 else
3102 {
3103 SetAnimationPhase(slotNameMounted, 1);
3104 SetAnimationPhase(slot_name, 1);
3105
3106 DestroyAreaDamage(slotNameMounted);
3107 }
3108 }
3109
3110 // avoid calling this function on frequent occasions, it's a massive performance hit
3111 void UpdatePhysics()
3112 {
3114 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3115
3116 array<string> attachmentSlots = new array<string>;
3117 GetAttachmentSlots(this, attachmentSlots);
3118
3120 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3121
3122 foreach (string slotName : attachmentSlots)
3123 {
3125 }
3126
3127 //check base
3128 if (!HasBase())
3129 {
3131 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3132
3133 AddProxyPhysics(ANIMATION_DEPLOYED);
3134 }
3135 else
3136 {
3138 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3139
3140 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3141 }
3142
3143 GetConstruction().UpdatePhysics();
3144 UpdateNavmesh();
3145 }
3146
3147 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3148 {
3149 //checks for invalid appends; hotfix
3150 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3151 return;
3152 //----------------------------------
3153 string slot_name_mounted = slot_name + "_Mounted";
3154 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3155
3156 //remove proxy physics
3157 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3158 RemoveProxyPhysics( slot_name_mounted );
3159 RemoveProxyPhysics( slot_name );
3160
3161 if ( attachment )
3162 {
3163 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3164 if ( is_locked )
3165 {
3166 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3167 AddProxyPhysics( slot_name_mounted );
3168 }
3169 else
3170 {
3171 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3172 AddProxyPhysics( slot_name );
3173 }
3174 }
3175 }
3176
3177 protected void UpdateNavmesh()
3178 {
3179 SetAffectPathgraph( true, false );
3180 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3181 }
3182
3183 override bool CanUseConstruction()
3184 {
3185 return true;
3186 }
3187
3188 override bool CanUseConstructionBuild()
3189 {
3190 return true;
3191 }
3192
3193 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3194 {
3195 if ( attachment )
3196 {
3197 InventoryLocation inventory_location = new InventoryLocation;
3198 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3199
3200 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3201 }
3202
3203 return false;
3204 }
3205
3206 protected bool IsAttachmentSlotLocked( string slot_name )
3207 {
3208 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3209 }
3210
3211 //--- ATTACHMENT SLOTS
3212 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3213 {
3214 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3215 if ( g_Game.ConfigIsExisting( config_path ) )
3216 {
3217 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3218 }
3219 }
3220
3221 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3222 {
3223 return true;
3224 }
3225
3226 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3227 {
3228 return true;
3229 }
3230
3231 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3232 {
3233 return true;
3234 }
3235
3236 // --- INIT
3238 {
3239 m_Construction = new Construction(this);
3240 return m_Construction;
3241 }
3242
3244 {
3245 return m_Construction;
3246 }
3247
3249 {
3250 return Construction.Cast(m_Construction);
3251 }
3252
3254 {
3255 int attachment_count = GetInventory().AttachmentCount();
3256 if ( attachment_count > 0 )
3257 {
3258 if ( HasBase() && attachment_count == 1 )
3259 {
3260 return false;
3261 }
3262
3263 return true;
3264 }
3265
3266 return false;
3267 }
3268
3269 override bool ShowZonesHealth()
3270 {
3271 return true;
3272 }
3273
3274 override bool IsTakeable()
3275 {
3276 return false;
3277 }
3278
3279 //this into/outo parent.Cargo
3280 override bool CanPutInCargo( EntityAI parent )
3281 {
3282 return false;
3283 }
3284
3285 override bool CanRemoveFromCargo( EntityAI parent )
3286 {
3287 return false;
3288 }
3289
3290 //hands
3291 override bool CanPutIntoHands( EntityAI parent )
3292 {
3293 return false;
3294 }
3295
3296 //--- ACTION CONDITIONS
3297 //direction
3298 override bool IsFacingPlayer( PlayerBase player, string selection )
3299 {
3300 return true;
3301 }
3302
3303 override bool IsPlayerInside( PlayerBase player, string selection )
3304 {
3305 return true;
3306 }
3307
3310 {
3311 return false;
3312 }
3313
3314 //roof check
3315 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3316 {
3317 return false;
3318 }
3319
3320 //selection->player distance check
3321 bool HasProperDistance( string selection, PlayerBase player )
3322 {
3323 return true;
3324 }
3325
3326 //folding
3328 {
3329 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3330 {
3331 return false;
3332 }
3333
3334 return true;
3335 }
3336
3338 {
3341
3342 return item;
3343 }
3344
3345 //Damage triggers (barbed wire)
3346 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3347 {
3348 if ( g_Game && g_Game.IsServer() )
3349 {
3350 //destroy area damage if some already exists
3351 DestroyAreaDamage( slot_name );
3352
3353 //create new area damage
3355 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3356
3357 vector min_max[2];
3358 if ( MemoryPointExists( slot_name + "_min" ) )
3359 {
3360 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3361 }
3362 if ( MemoryPointExists( slot_name + "_max" ) )
3363 {
3364 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3365 }
3366
3367 //get proper trigger extents (min<max)
3368 vector extents[2];
3369 GetConstruction().GetTriggerExtents( min_max, extents );
3370
3371 //get box center
3372 vector center;
3373 center = GetConstruction().GetBoxCenter( min_max );
3374 center = ModelToWorld( center );
3375
3376 //rotate center if needed
3378 CalcDamageAreaRotation( rotation_angle, center, orientation );
3379
3380 areaDamage.SetExtents( extents[0], extents[1] );
3381 areaDamage.SetAreaPosition( center );
3382 areaDamage.SetAreaOrientation( orientation );
3383 areaDamage.SetLoopInterval( 1.0 );
3384 areaDamage.SetDeferDuration( 0.2 );
3385 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3386 areaDamage.SetAmmoName( "BarbedWireHit" );
3387 areaDamage.Spawn();
3388
3389 m_DamageTriggers.Insert( slot_name, areaDamage );
3390 }
3391 }
3392
3393 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3394 {
3395 if ( angle_deg != 0 )
3396 {
3397 //orientation
3398 orientation[0] = orientation[0] - angle_deg;
3399
3400 //center
3401 vector rotate_axis;
3402 if ( MemoryPointExists( "rotate_axis" ) )
3403 {
3404 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3405 }
3406 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];
3407 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];
3408 center[0] = r_center_x;
3409 center[2] = r_center_z;
3410 }
3411 }
3412
3413 void DestroyAreaDamage( string slot_name )
3414 {
3415 if (g_Game && g_Game.IsServer())
3416 {
3418 if (m_DamageTriggers.Find(slot_name, areaDamage))
3419 {
3420 if (areaDamage)
3421 {
3422 areaDamage.Destroy();
3423 }
3424
3425 m_DamageTriggers.Remove( slot_name );
3426 }
3427 }
3428 }
3429
3430 override bool IsIgnoredByConstruction()
3431 {
3432 return true;
3433 }
3434
3435 //================================================================
3436 // SOUNDS
3437 //================================================================
3438 protected void SoundBuildStart( string part_name )
3439 {
3440 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3441 }
3442
3443 protected void SoundDismantleStart( string part_name )
3444 {
3445 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3446 }
3447
3448 protected void SoundDestroyStart( string part_name )
3449 {
3450 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3451 }
3452
3453 protected string GetBuildSoundByMaterial( string part_name )
3454 {
3455 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3456
3457 switch ( material_type )
3458 {
3459 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3460 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3461 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3462 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3463 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3464 }
3465
3466 return "";
3467 }
3468
3469 protected string GetDismantleSoundByMaterial( string part_name )
3470 {
3471 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3472
3473 switch ( material_type )
3474 {
3475 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3476 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3477 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3478 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3479 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3480 }
3481
3482 return "";
3483 }
3484
3485 //misc
3486 void CheckForHybridAttachments( EntityAI item, string slot_name )
3487 {
3488 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3489 {
3490 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3491 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3492 {
3493 SetHealth(slot_name,"Health",item.GetHealth());
3494 }
3495 }
3496 }
3497
3498 override int GetDamageSystemVersionChange()
3499 {
3500 return 111;
3501 }
3502
3503 override void SetActions()
3504 {
3505 super.SetActions();
3506
3510 }
3511
3512 protected void DestroyConstructedParts()
3513 {
3514 Construction construction = GetConstruction();
3515 if (!construction)
3516 return;
3517
3518 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3519 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3520 {
3521 ConstructionPart part = constructionParts.GetElement(i);
3522 if (part && part.IsBuilt() && !part.IsUtilityPart())
3523 {
3524 construction.DestroyPartServer(null, part.GetPartName(), -1);
3525 }
3526 }
3527 }
3528
3529 protected void HandleFallingForConstructedParts()
3530 {
3531 Construction construction = GetConstruction();
3532 if (!construction)
3533 return;
3534
3535 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3536 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3537 {
3538 ConstructionPart part = constructionParts.GetElement(i);
3539 if (part && part.IsBuilt() && !part.IsUtilityPart())
3540 {
3541 construction.HandleEntityFalling(part.GetPartName());
3542 }
3543 }
3544 }
3545
3547 override void OnItemFallRebuilding()
3548 {
3549 if (!g_Game.IsServer())
3550 return;
3551
3554
3555 if (DestroyOnFall())
3556 {
3558 {
3560 }
3561 else
3562 {
3564 {
3566 }
3567 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3568 }
3569 }
3570 }
3571
3573 {
3574 if (HasAnyAttachmentsOrCargo())
3575 {
3577 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3578 }
3579 }
3580
3581 //================================================================
3582 // DEBUG
3583 //================================================================
3584
3587 {
3588 return null;
3589 }
3590
3591 override void OnDebugSpawn()
3592 {
3593 FullyBuild();
3594 }
3595
3596 void FullyBuild()
3597 {
3599 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3600
3601 Man p;
3602
3603 #ifdef SERVER
3604 array<Man> players = new array<Man>;
3605 g_Game.GetWorld().GetPlayerList(players);
3606 if (players.Count())
3607 p = players[0];
3608 #else
3609 p = g_Game.GetPlayer();
3610 #endif
3611
3612 foreach (ConstructionPart part : parts)
3613 {
3614 bool excluded = false;
3615 string partName = part.GetPartName();
3616 if (excludes)
3617 {
3618 foreach (string exclude : excludes)
3619 {
3620 if (partName.Contains(exclude))
3621 {
3622 excluded = true;
3623 break;
3624 }
3625 }
3626 }
3627
3628 if (!excluded)
3629 {
3630 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3631 }
3632 }
3633
3634 GetConstruction().UpdateVisuals();
3635 }
3636
3638 //Deprecated code playpen//
3640 [Obsolete("handled in the Construction component directly")]
3641 protected void HandleItemFalling(ConstructionPart part)
3642 {
3643 }
3644
3645 [Obsolete("handled in the Construction component directly")]
3646 protected void ItemFall(vector min, vector max)
3647 {
3648 }
3649
3650 [Obsolete("obsolete debug method")]
3651 protected void DebugCustomState()
3652 {
3653 }
3654}
3655
3656void bsbDebugPrint (string s)
3657{
3658#ifdef BSB_DEBUG
3659 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3660#else
3661 //Print("" + s); // comment/uncomment to hide/see debug logs
3662#endif
3663}
3664void bsbDebugSpam (string s)
3665{
3666#ifdef BSB_DEBUG_SPAM
3667 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3668#else
3669 //Print("" + s); // comment/uncomment to hide/see debug logs
3670#endif
3671}
const int AT_DISMANTLE_PART
const int AT_DESTROY_PART
const int AT_BUILD_PART
ref ConstructionBasic m_Construction
void AddAction(typename actionName)
Определения AdvancedCommunication.c:220
void RemoveAction(typename actionName)
Определения AdvancedCommunication.c:252
vector GetOrientation()
Определения AreaDamageManager.c:306
void AreaDamageManager(EntityAI parent)
Определения AreaDamageManager.c:22
void OnPartDismantledClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1910
const string ANIMATION_DEPLOYED
Определения BaseBuildingBase.c:1292
override int GetHideIconMask()
Определения BaseBuildingBase.c:1366
override void OnStoreSave(ParamsWriteContext ctx)
Определения BaseBuildingBase.c:1708
void FullyBuild()
Определения BaseBuildingBase.c:2519
void UpdateVisuals()
Определения BaseBuildingBase.c:1981
void SetActionFromSyncData()
Определения BaseBuildingBase.c:1536
int m_SyncParts01
Определения BaseBuildingBase.c:1298
void UpdateNavmesh()
Определения BaseBuildingBase.c:2100
bool CheckMemoryPointVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2149
override void OnDebugSpawn()
Определения BaseBuildingBase.c:2514
array< string > OnDebugSpawnBuildExcludes()
Excludes certain parts from being built by OnDebugSpawn, uses Contains to compare.
Определения BaseBuildingBase.c:2509
void DropAttachmentAndCargoItems()
Определения BaseBuildingBase.c:2495
void SoundDestroyStart(string part_name)
Определения BaseBuildingBase.c:2371
const string SOUND_BUILD_WOOD_LOG
Определения BaseBuildingBase.c:1307
void SoundBuildStart(string part_name)
Определения BaseBuildingBase.c:2361
void UpdateAttachmentVisuals(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2000
void CalcDamageAreaRotation(float angle_deg, out vector center, out vector orientation)
Определения BaseBuildingBase.c:2316
override bool CanObstruct()
Определения BaseBuildingBase.c:1361
bool HasAttachmentsBesidesBase()
Определения BaseBuildingBase.c:2176
override void InitItemSounds()
Определения BaseBuildingBase.c:1371
void RegisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1425
ConstructionBasic CreateConstructionComponent()
Определения BaseBuildingBase.c:2160
const string SOUND_DISMANTLE_METAL
Определения BaseBuildingBase.c:1316
void InitBaseState()
Определения BaseBuildingBase.c:1957
void BaseBuildingBase()
Определения BaseBuildingBase.c:1326
void SetPartsAfterStoreLoad()
Определения BaseBuildingBase.c:1764
void DestroyConstruction()
Определения BaseBuildingBase.c:1690
ref array< string > m_HybridAttachments
Определения BaseBuildingBase.c:1322
int m_InteractedPartId
Определения BaseBuildingBase.c:1301
override string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_HasBase
Определения BaseBuildingBase.c:1296
string GetDismantleSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2392
bool IsAttachmentSlotLocked(EntityAI attachment)
Определения BaseBuildingBase.c:2116
void UpdatePhysics()
Определения BaseBuildingBase.c:2034
override bool IsFacingPlayer(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2221
void OnPartBuiltClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1870
bool HasProperDistance(string selection, PlayerBase player)
Определения BaseBuildingBase.c:2244
override void OnCreatePhysics()
Определения BaseBuildingBase.c:1777
void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1837
void RegisterActionForSync(int part_id, int action_id)
Определения BaseBuildingBase.c:1523
const string SOUND_BUILD_WOOD_PLANK
Определения BaseBuildingBase.c:1308
void SetPartsFromSyncData()
Определения BaseBuildingBase.c:1595
ref array< string > m_Mountables
Определения BaseBuildingBase.c:1323
const string SOUND_BUILD_WIRE
Определения BaseBuildingBase.c:1311
int m_SyncParts03
Определения BaseBuildingBase.c:1300
void ResetActionSyncData()
Определения BaseBuildingBase.c:1529
override string GetInvulnerabilityTypeString()
Определения BaseBuildingBase.c:1356
void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
Определения BaseBuildingBase.c:1877
void CheckForHybridAttachments(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:2409
override void EEOnAfterLoad()
Определения BaseBuildingBase.c:1793
override void EEItemDetached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1812
vector GetKitSpawnPosition()
Определения BaseBuildingBase.c:1673
override void OnItemFallRebuilding()
@Note for modders: This method and is subject to change!
Определения BaseBuildingBase.c:2470
bool CheckSlotVerticalDistance(int slot_id, PlayerBase player)
Определения BaseBuildingBase.c:2144
void GetAttachmentSlots(EntityAI entity, out array< string > attachment_slots)
Определения BaseBuildingBase.c:2135
override bool IsDeployable()
Определения BaseBuildingBase.c:1642
void OnPartDestroyedClient(string part_name, int action_id)
Определения BaseBuildingBase.c:1950
void UnregisterPartForSync(int part_id)
Определения BaseBuildingBase.c:1454
void bsbDebugSpam(string s)
Определения BaseBuildingBase.c:1299
override void OnVariablesSynchronized()
Определения BaseBuildingBase.c:1404
bool PerformRoofCheckForBase(string partName, PlayerBase player, out bool result)
Определения BaseBuildingBase.c:2238
Construction GetConstruction()
Определения BaseBuildingBase.c:2171
void SoundDismantleStart(string part_name)
Определения BaseBuildingBase.c:2366
void DebugCustomState()
Определения BaseBuildingBase.c:2574
ConstructionPart GetConstructionPartById(int id)
Определения BaseBuildingBase.c:1611
string GetConstructionKitType()
Определения BaseBuildingBase.c:1678
bool CheckLevelVerticalDistance(float max_dist, string selection, PlayerBase player)
Определения BaseBuildingBase.c:2154
void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения BaseBuildingBase.c:1917
bool CanFoldBaseBuildingObject()
Определения BaseBuildingBase.c:2250
override int GetDamageSystemVersionChange()
Определения BaseBuildingBase.c:2421
const string SOUND_DISMANTLE_WOOD_PLANK
Определения BaseBuildingBase.c:1314
override void EEItemAttached(EntityAI item, string slot_name)
Определения BaseBuildingBase.c:1803
const string SOUND_DISMANTLE_WOOD_LOG
Определения BaseBuildingBase.c:1313
void InitVisuals()
Определения BaseBuildingBase.c:1965
class BaseBuildingBase extends ItemBase bsbDebugPrint(string s)
Определения BaseBuildingBase.c:1291
const string SOUND_BUILD_WOOD_STAIRS
Определения BaseBuildingBase.c:1309
ItemBase FoldBaseBuildingObject()
Определения BaseBuildingBase.c:2260
override ConstructionBasic GetConstructionBasic()
Определения BaseBuildingBase.c:2166
override bool CanPutInCargo(EntityAI parent)
Определения BaseBuildingBase.c:2203
override bool CanUseConstruction()
Определения BaseBuildingBase.c:2106
override void AfterStoreLoad()
Определения BaseBuildingBase.c:1754
void SetPartFromSyncData(ConstructionPart part)
Определения BaseBuildingBase.c:1553
override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
Определения BaseBuildingBase.c:1785
override bool IgnoreOutOfReachCondition()
Определения BaseBuildingBase.c:1830
override bool OnStoreLoad(ParamsReadContext ctx, int version)
Определения BaseBuildingBase.c:1720
override bool ShowZonesHealth()
Определения BaseBuildingBase.c:2192
void UpdateAttachmentPhysics(string slot_name, bool is_locked)
Определения BaseBuildingBase.c:2070
void HandleFallingForConstructedParts()
Определения BaseBuildingBase.c:2452
override bool IsPlayerInside(PlayerBase player, string selection)
Определения BaseBuildingBase.c:2226
string GetBuildSoundByMaterial(string part_name)
Определения BaseBuildingBase.c:2376
ItemBase CreateConstructionKit()
Определения BaseBuildingBase.c:1653
const string SOUND_DISMANTLE_WIRE
Определения BaseBuildingBase.c:1317
bool MustBeBuiltFromOutside()
Some buildings can only be built from outside.
Определения BaseBuildingBase.c:2232
override bool IsTakeable()
Определения BaseBuildingBase.c:2197
float m_ConstructionKitHealth
Определения BaseBuildingBase.c:1294
override void EEDelete(EntityAI parent)
Определения BaseBuildingBase.c:1697
override void SetActions()
Определения BaseBuildingBase.c:2426
void HandleItemFalling(ConstructionPart part)
Определения BaseBuildingBase.c:2564
void DestroyConstructionKit(ItemBase construction_kit)
Определения BaseBuildingBase.c:1683
void CreateConstructionKitInHands(notnull PlayerBase player)
Определения BaseBuildingBase.c:1664
bool IsOpened()
Определения BaseBuildingBase.c:1647
void ItemFall(vector min, vector max)
Определения BaseBuildingBase.c:2569
int m_PerformedActionId
Определения BaseBuildingBase.c:1302
override bool CanUseConstructionBuild()
Определения BaseBuildingBase.c:2111
bool HasBase()
Определения BaseBuildingBase.c:1632
void OnSynchronizedClient()
Определения BaseBuildingBase.c:1412
void SynchronizeBaseState()
Определения BaseBuildingBase.c:1396
override bool IsIgnoredByConstruction()
Определения BaseBuildingBase.c:2353
ref map< string, ref AreaDamageManager > m_DamageTriggers
Определения BaseBuildingBase.c:1321
void SetBaseState(bool has_base)
Определения BaseBuildingBase.c:1637
const string SOUND_BUILD_METAL
Определения BaseBuildingBase.c:1310
override string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
void OnSetSlotLock(int slotId, bool locked, bool was_locked)
Определения BaseBuildingBase.c:1820
override bool CanPutIntoHands(EntityAI parent)
Определения BaseBuildingBase.c:2214
bool IsPartBuildInSyncData(int part_id)
Определения BaseBuildingBase.c:1483
override bool CanRemoveFromCargo(EntityAI parent)
Определения BaseBuildingBase.c:2208
int m_SyncParts02
Определения BaseBuildingBase.c:1299
void DestroyConstructedParts()
Определения BaseBuildingBase.c:2435
const string SOUND_DISMANTLE_WOOD_STAIRS
Определения BaseBuildingBase.c:1315
const int ECE_PLACE_ON_SURFACE
Определения CentralEconomy.c:38
PlayerSpawnPreset slotName
ConstructionMaterialType
used to guide action sound selection, mostly. Could be also used for particles and stuff,...
Определения ConstructionBase.c:3
DayZGame g_Game
Определения DayZGame.c:4074
vector orientation
Определения DustKickupEffects.c:21
void DestroyAreaDamage()
Определения FireplaceBase.c:2363
void CreateAreaDamage()
Определения FireplaceBase.c:2347
Empty
Определения Hand_States.c:14
EffectSound m_Sound
Определения HungerSoundHandler.c:18
string GetLoopFoldSoundset()
Определения BaseBuildingBase.c:1390
ItemSoundHandler GetItemSoundHandler()
Определения ItemBase.c:4407
string GetFoldSoundset()
Определения BaseBuildingBase.c:1385
bool m_FixDamageSystemInit
Определения ItemBase.c:61
void ItemSoundHandler(ItemBase parent)
Определения ItemSoundHandler.c:31
ThrowEntityFlags
Определения MiscGameplayFunctions.c:208
Определения ActionTakeItem.c:7
const int HITZONE
Определения AreaDamageManager.c:4
override void SetLoopInterval(float time)
Определения AreaDamageLooped.c:32
A particular version of the deferred loop used to not damage players inside vehicles.
override void SetDeferDuration(float time)
Определения AreaDamageLoopedDeferred.c:7
static bool GetDisableRefundMaterialsOnFall()
Определения CfgGameplayHandler.c:362
static bool GetDisableDropAttachmentsOnFall()
Определения CfgGameplayHandler.c:357
static bool GetDisableItemFalling()
Определения CfgGameplayHandler.c:352
override void DestroyPartServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part=false)
Определения Construction.c:93
just declared for module 3 use
Определения Construction_Basic.c:3
Used in BBB objects.
Определения Construction.c:3
int GetId()
Определения ConstructionPart.c:208
string GetPartName()
Определения ConstructionPart.c:198
bool IsBase()
Определения ConstructionPart.c:273
bool IsBuilt()
Определения ConstructionPart.c:160
bool IsUtilityPart()
Определения ConstructionPart.c:233
Instanced construction part data classes for dynamic data, statics now stored on EntityType level in ...
Определения ConstructionPart.c:4
Wrapper class for managing sound through SEffectManager.
Определения EffectSound.c:5
proto native int GetSlot()
returns slot id if current type is Attachment
InventoryLocation.
Определения InventoryLocation.c:30
static proto native int GetSlotIdFromString(string slot_name)
converts string to slot_id
static proto native owned string GetSlotName(int id)
converts slot_id to string
provides access to slot configuration
Определения InventorySlots.c:6
static bool IsBaseBuildingLogEnable()
Определения 3_Game/DayZ/tools/Debug.c:809
Определения EnMath.c:7
Определения ObjectTyped.c:2
Определения PlayerBaseClient.c:2
proto bool Write(void value_out)
proto bool Read(void value_in)
bool m_Loop
Определения ItemSoundHandler.c:5
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
Определения Transport.c:70
static const vector Zero
Определения EnConvert.c:123
Определения EnConvert.c:119
override string GetDebugName()
Определения dayzplayer.c:1191
Serializer ParamsReadContext
Определения gameplay.c:15
Serializer ParamsWriteContext
Определения gameplay.c:16
proto void PrintToRPT(void var)
Prints content of variable to RPT file (performance warning - each write means fflush!...
void Obsolete(string msg="")
Определения EnScript.c:371
static proto float Cos(float angle)
Returns cosinus of angle in radians.
static proto float Sin(float angle)
Returns sinus of angle in radians.
static const float DEG2RAD
Определения EnMath.c:17
vector GetPosition()
Get the world position of the Effect.
Определения Effect.c:473
bool Contains(string sample)
Returns true if sample is substring of string.
Определения EnString.c:286
const int CALL_CATEGORY_GAMEPLAY
Определения 3_Game/DayZ/tools/tools.c:10
const int CALL_CATEGORY_SYSTEM
Определения 3_Game/DayZ/tools/tools.c:8

Используется в ItemBase::OnPartDismantledClient().