DayZ 1.30
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◆ DebugCustomState()

void bsbDebugPrint::DebugCustomState ( )
protected

См. определение в файле BaseBuildingBase.c строка 2574

2576{
2577 const string ANIMATION_DEPLOYED = "Deployed";
2578
2579 float m_ConstructionKitHealth; //stored health value for used construction kit
2580
2581 bool m_HasBase;
2582 //variables for synchronization of base building parts (2x31 is the current limit)
2583 int m_SyncParts01; //synchronization for already built parts (31 parts)
2584 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2585 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2586 int m_InteractedPartId; //construction part id that an action was performed on
2587 int m_PerformedActionId; //action id that was performed on a construction part
2588 protected ref ConstructionBasic m_Construction;
2589
2590 //Sounds
2591 //build
2592 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2593 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2594 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2595 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2596 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2597 //dismantle
2598 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2599 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2600 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2601 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2602 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2603
2604 protected EffectSound m_Sound;
2605
2609
2610 // Constructor
2611 void BaseBuildingBase()
2612 {
2614
2615 //synchronized variables
2616 RegisterNetSyncVariableInt( "m_SyncParts01" );
2617 RegisterNetSyncVariableInt( "m_SyncParts02" );
2618 RegisterNetSyncVariableInt( "m_SyncParts03" );
2619 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2620 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2621 RegisterNetSyncVariableBool( "m_HasBase" );
2622
2623 //Construction init
2624 ConstructionInit();
2625
2626 if (ConfigIsExisting("hybridAttachments"))
2627 {
2629 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2630 }
2631 if (ConfigIsExisting("mountables"))
2632 {
2634 ConfigGetTextArray("mountables", m_Mountables);
2635 }
2636
2637 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2638 SetAllowDamage(true);
2639 }
2640
2641 override string GetInvulnerabilityTypeString()
2642 {
2643 return "disableBaseDamage";
2644 }
2645
2646 override bool CanObstruct()
2647 {
2648 return true;
2649 }
2650
2651 override int GetHideIconMask()
2652 {
2653 return EInventoryIconVisibility.HIDE_VICINITY;
2654 }
2655
2656 override void InitItemSounds()
2657 {
2658 super.InitItemSounds();
2659
2661 SoundParameters params = new SoundParameters();
2662 params.m_Loop = true;
2663
2664 if (GetFoldSoundset() != string.Empty)
2665 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2666 if (GetLoopFoldSoundset() != string.Empty)
2667 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2668 }
2669
2670 override string GetFoldSoundset()
2671 {
2672 return "putDown_FenceKit_SoundSet";
2673 }
2674
2675 override string GetLoopFoldSoundset()
2676 {
2677 return "Shelter_Site_Build_Loop_SoundSet";
2678 }
2679
2680 // --- SYNCHRONIZATION
2682 {
2683 if ( g_Game.IsServer() )
2684 {
2685 SetSynchDirty();
2686 }
2687 }
2688
2689 override void OnVariablesSynchronized()
2690 {
2691 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2692 super.OnVariablesSynchronized();
2693
2694 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2695 }
2696
2697 protected void OnSynchronizedClient()
2698 {
2699 //update parts
2701
2702 //update action on part
2704
2705 //update visuals (client)
2706 UpdateVisuals();
2707 }
2708
2709 //parts synchronization
2710 void RegisterPartForSync( int part_id )
2711 {
2712 //part_id must starts from index = 1
2713 int offset;
2714 int mask;
2715
2716 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2717 {
2718 offset = part_id - 1;
2719 mask = 1 << offset;
2720
2721 m_SyncParts01 = m_SyncParts01 | mask;
2722 }
2723 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2724 {
2725 offset = ( part_id % 32 );
2726 mask = 1 << offset;
2727
2728 m_SyncParts02 = m_SyncParts02 | mask;
2729 }
2730 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2731 {
2732 offset = ( part_id % 63 );
2733 mask = 1 << offset;
2734
2735 m_SyncParts03 = m_SyncParts03 | mask;
2736 }
2737 }
2738
2739 void UnregisterPartForSync( int part_id )
2740 {
2741 //part_id must starts from index = 1
2742 int offset;
2743 int mask;
2744
2745 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2746 {
2747 offset = part_id - 1;
2748 mask = 1 << offset;
2749
2750 m_SyncParts01 = m_SyncParts01 & ~mask;
2751 }
2752 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2753 {
2754 offset = ( part_id % 32 );
2755 mask = 1 << offset;
2756
2757 m_SyncParts02 = m_SyncParts02 & ~mask;
2758 }
2759 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2760 {
2761 offset = ( part_id % 63 );
2762 mask = 1 << offset;
2763
2764 m_SyncParts03 = m_SyncParts03 & ~mask;
2765 }
2766 }
2767
2768 bool IsPartBuildInSyncData( int part_id )
2769 {
2770 //part_id must starts from index = 1
2771 int offset;
2772 int mask;
2773
2774 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2775 {
2776 offset = part_id - 1;
2777 mask = 1 << offset;
2778
2779 if ( ( m_SyncParts01 & mask ) > 0 )
2780 {
2781 return true;
2782 }
2783 }
2784 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2785 {
2786 offset = ( part_id % 32 );
2787 mask = 1 << offset;
2788
2789 if ( ( m_SyncParts02 & mask ) > 0 )
2790 {
2791 return true;
2792 }
2793 }
2794 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2795 {
2796 offset = ( part_id % 63 );
2797 mask = 1 << offset;
2798
2799 if ( ( m_SyncParts03 & mask ) > 0 )
2800 {
2801 return true;
2802 }
2803 }
2804
2805 return false;
2806 }
2807
2808 protected void RegisterActionForSync( int part_id, int action_id )
2809 {
2810 m_InteractedPartId = part_id;
2811 m_PerformedActionId = action_id;
2812 }
2813
2814 protected void ResetActionSyncData()
2815 {
2816 //reset data
2817 m_InteractedPartId = -1;
2819 }
2820
2821 protected void SetActionFromSyncData()
2822 {
2823 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2824 {
2826 int build_action_id = m_PerformedActionId;
2827
2828 switch( build_action_id )
2829 {
2830 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2831 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2832 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2833 }
2834 }
2835 }
2836 //------
2837
2839 {
2840 string key = part.GetPartName();
2841 bool is_base = part.IsBase();
2842 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2843 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2844 if ( is_part_built_sync )
2845 {
2846 if ( !part.IsBuilt() )
2847 {
2848 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2849 GetConstruction().AddToConstructedParts( key );
2850 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2851
2852 if (is_base)
2853 {
2855 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2856 }
2857 }
2858 }
2859 else
2860 {
2861 if ( part.IsBuilt() )
2862 {
2863 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2864 GetConstruction().RemoveFromConstructedParts( key );
2865 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2866
2867 if (is_base)
2868 {
2870 AddProxyPhysics( ANIMATION_DEPLOYED );
2871 }
2872 }
2873 }
2874
2875 //check slot lock for material attachments
2876 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2877 }
2878
2879 //set construction parts based on synchronized data
2881 {
2882 Construction construction = GetConstruction();
2883 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2884
2885 for ( int i = 0; i < construction_parts.Count(); ++i )
2886 {
2887 string key = construction_parts.GetKey( i );
2888 ConstructionPart value = construction_parts.Get( key );
2889 SetPartFromSyncData(value);
2890 }
2891
2892 //regenerate navmesh
2893 UpdateNavmesh();
2894 }
2895
2896 protected ConstructionPart GetConstructionPartById( int id )
2897 {
2898 Construction construction = GetConstruction();
2899 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2900
2901 for ( int i = 0; i < construction_parts.Count(); ++i )
2902 {
2903 string key = construction_parts.GetKey( i );
2904 ConstructionPart value = construction_parts.Get( key );
2905
2906 if ( value.GetId() == id )
2907 {
2908 return value;
2909 }
2910 }
2911
2912 return NULL;
2913 }
2914 //
2915
2916 //Base
2917 bool HasBase()
2918 {
2919 return m_HasBase;
2920 }
2921
2922 void SetBaseState( bool has_base )
2923 {
2924 m_HasBase = has_base;
2925 }
2926
2927 override bool IsDeployable()
2928 {
2929 return true;
2930 }
2931
2932 bool IsOpened()
2933 {
2934 return false;
2935 }
2936
2937 //--- CONSTRUCTION KIT
2939 {
2940 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2941 if ( m_ConstructionKitHealth > 0 )
2942 {
2943 construction_kit.SetHealth( m_ConstructionKitHealth );
2944 }
2945
2946 return construction_kit;
2947 }
2948
2949 void CreateConstructionKitInHands(notnull PlayerBase player)
2950 {
2951 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2952 if ( m_ConstructionKitHealth > 0 )
2953 {
2954 construction_kit.SetHealth( m_ConstructionKitHealth );
2955 }
2956 }
2957
2958 protected vector GetKitSpawnPosition()
2959 {
2960 return GetPosition();
2961 }
2962
2963 protected string GetConstructionKitType()
2964 {
2965 return "";
2966 }
2967
2968 void DestroyConstructionKit( ItemBase construction_kit )
2969 {
2970 m_ConstructionKitHealth = construction_kit.GetHealth();
2971 g_Game.ObjectDelete( construction_kit );
2972 }
2973
2974 //--- CONSTRUCTION
2975 void DestroyConstruction()
2976 {
2977 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2978 g_Game.ObjectDelete( this );
2979 }
2980
2981 // --- EVENTS
2982 override void EEDelete(EntityAI parent)
2983 {
2984 super.EEDelete(parent);
2985
2986 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2987 {
2988 areaDamage.Destroy();
2989 }
2990
2991 }
2992
2993 override void OnStoreSave( ParamsWriteContext ctx )
2994 {
2995 super.OnStoreSave( ctx );
2996
2997 //sync parts 01
2998 ctx.Write( m_SyncParts01 );
2999 ctx.Write( m_SyncParts02 );
3000 ctx.Write( m_SyncParts03 );
3001
3002 ctx.Write( m_HasBase );
3003 }
3004
3005 override bool OnStoreLoad( ParamsReadContext ctx, int version )
3006 {
3007 if ( !super.OnStoreLoad( ctx, version ) )
3008 return false;
3009
3010 //--- Base building data ---
3011 //Restore synced parts data
3012 if ( !ctx.Read( m_SyncParts01 ) )
3013 {
3014 m_SyncParts01 = 0; //set default
3015 return false;
3016 }
3017 if ( !ctx.Read( m_SyncParts02 ) )
3018 {
3019 m_SyncParts02 = 0; //set default
3020 return false;
3021 }
3022 if ( !ctx.Read( m_SyncParts03 ) )
3023 {
3024 m_SyncParts03 = 0; //set default
3025 return false;
3026 }
3027
3028 //has base
3029 if ( !ctx.Read( m_HasBase ) )
3030 {
3031 m_HasBase = false;
3032 return false;
3033 }
3034 //---
3035
3036 return true;
3037 }
3038
3039 override void AfterStoreLoad()
3040 {
3041 super.AfterStoreLoad();
3042
3044 {
3046 }
3047 }
3048
3050 {
3051 //update server data
3053
3054 //set base state
3055 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
3056 SetBaseState( part.IsBuilt() ) ;
3057
3058 //synchronize after load
3060 }
3061
3062 override void OnCreatePhysics()
3063 {
3064 super.OnCreatePhysics();
3065
3066 ConstructionInit();
3068 }
3069
3070 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
3071 {
3073 return;
3074
3075 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
3076 }
3077
3078 override void EEOnAfterLoad()
3079 {
3081 {
3082 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
3083 }
3084
3085 super.EEOnAfterLoad();
3086 }
3087
3088 override void EEItemAttached( EntityAI item, string slot_name )
3089 {
3090 super.EEItemAttached( item, slot_name );
3091
3092 CheckForHybridAttachments( item, slot_name );
3093 UpdateVisuals();
3094 UpdateAttachmentPhysics( slot_name, false );
3095 }
3096
3097 override void EEItemDetached( EntityAI item, string slot_name )
3098 {
3099 super.EEItemDetached( item, slot_name );
3100
3101 UpdateVisuals();
3102 UpdateAttachmentPhysics( slot_name, false );
3103 }
3104
3105 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
3106 {
3107 string slot_name = InventorySlots.GetSlotName( slotId );
3108 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
3109
3110 UpdateAttachmentVisuals( slot_name, locked );
3111 UpdateAttachmentPhysics( slot_name, locked );
3112 }
3113
3114 //ignore out of reach condition
3115 override bool IgnoreOutOfReachCondition()
3116 {
3117 return true;
3118 }
3119
3120 //CONSTRUCTION EVENTS
3121 //Build
3122 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3123 {
3124 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3125
3126 //check base state
3127 if (construtionPart.IsBase())
3128 {
3129 SetBaseState(true);
3130
3131 //spawn kit
3133 }
3134
3135 //register constructed parts for synchronization
3136 RegisterPartForSync(construtionPart.GetId());
3137
3138 //register action that was performed on part
3139 RegisterActionForSync(construtionPart.GetId(), action_id);
3140
3141 //synchronize
3143
3144 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3145
3146 UpdateNavmesh();
3147
3148 //update visuals
3149 UpdateVisuals();
3150
3151 //reset action sync data
3152 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3153 }
3154
3155 void OnPartBuiltClient(string part_name, int action_id)
3156 {
3157 //play sound
3158 SoundBuildStart( part_name );
3159 }
3160
3161 //Dismantle
3162 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3163 {
3164 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3165 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3166
3167 //register constructed parts for synchronization
3168 UnregisterPartForSync(construtionPart.GetId());
3169
3170 //register action that was performed on part
3171 RegisterActionForSync(construtionPart.GetId(), action_id);
3172
3173 //synchronize
3175
3176 // server part of sync, client will be synced from SetPartsFromSyncData
3177 SetPartFromSyncData(construtionPart);
3178
3179 UpdateNavmesh();
3180
3181 //update visuals
3182 UpdateVisuals();
3183
3184 //reset action sync data
3185 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3186
3187 //check base state
3188 if (construtionPart.IsBase())
3189 {
3190 //Destroy construction
3191 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3192 }
3193 }
3194
3195 void OnPartDismantledClient( string part_name, int action_id )
3196 {
3197 //play sound
3198 SoundDismantleStart( part_name );
3199 }
3200
3201 //Destroy
3202 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3203 {
3204 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3205 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3206
3207 //register constructed parts for synchronization
3208 UnregisterPartForSync(construtionPart.GetId());
3209
3210 //register action that was performed on part
3211 RegisterActionForSync(construtionPart.GetId(), action_id);
3212
3213 //synchronize
3215
3216 // server part of sync, client will be synced from SetPartsFromSyncData
3217 SetPartFromSyncData(construtionPart);
3218
3219 UpdateNavmesh();
3220
3221 //update visuals
3222 UpdateVisuals();
3223
3224 //reset action sync data
3225 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3226
3227 //check base state
3228 if (construtionPart.IsBase())
3229 {
3230 //Destroy construction
3231 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3232 }
3233 }
3234
3235 void OnPartDestroyedClient( string part_name, int action_id )
3236 {
3237 //play sound
3238 SoundDestroyStart( part_name );
3239 }
3240
3241 // --- UPDATE
3242 void InitBaseState()
3243 {
3244 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3245
3246 InitVisuals();
3247 UpdateNavmesh(); //regenerate navmesh
3248 }
3249
3250 void InitVisuals()
3251 {
3252 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3253 //check base
3254 if ( !HasBase() )
3255 {
3256 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3257 }
3258 else
3259 {
3260 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3261 }
3262
3263 GetConstruction().InitVisuals();
3264 }
3265
3266 void UpdateVisuals()
3267 {
3268 array<string> attachmentSlots = new array<string>;
3269
3270 GetAttachmentSlots(this, attachmentSlots);
3271 foreach (string slotName : attachmentSlots)
3272 {
3274 }
3275
3276 //check base
3277 if (!HasBase())
3278 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3279 else
3280 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3281
3282 GetConstruction().UpdateVisuals();
3283 }
3284
3285 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3286 {
3287 string slotNameMounted = slot_name + "_Mounted";
3288 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3289
3290 if (attachment)
3291 {
3292 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3293 if (barbedWire && barbedWire.IsMounted())
3294 CreateAreaDamage(slotNameMounted);
3295 else
3296 DestroyAreaDamage(slotNameMounted);
3297
3298 if (is_locked)
3299 {
3300 SetAnimationPhase(slotNameMounted, 0);
3301 SetAnimationPhase(slot_name, 1);
3302 }
3303 else
3304 {
3305 SetAnimationPhase(slotNameMounted, 1);
3306 SetAnimationPhase(slot_name, 0);
3307 }
3308 }
3309 else
3310 {
3311 SetAnimationPhase(slotNameMounted, 1);
3312 SetAnimationPhase(slot_name, 1);
3313
3314 DestroyAreaDamage(slotNameMounted);
3315 }
3316 }
3317
3318 // avoid calling this function on frequent occasions, it's a massive performance hit
3319 void UpdatePhysics()
3320 {
3322 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3323
3324 array<string> attachmentSlots = new array<string>;
3325 GetAttachmentSlots(this, attachmentSlots);
3326
3328 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3329
3330 foreach (string slotName : attachmentSlots)
3331 {
3333 }
3334
3335 //check base
3336 if (!HasBase())
3337 {
3339 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3340
3341 AddProxyPhysics(ANIMATION_DEPLOYED);
3342 }
3343 else
3344 {
3346 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3347
3348 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3349 }
3350
3351 GetConstruction().UpdatePhysics();
3352 UpdateNavmesh();
3353 }
3354
3355 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3356 {
3357 //checks for invalid appends; hotfix
3358 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3359 return;
3360 //----------------------------------
3361 string slot_name_mounted = slot_name + "_Mounted";
3362 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3363
3364 //remove proxy physics
3365 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3366 RemoveProxyPhysics( slot_name_mounted );
3367 RemoveProxyPhysics( slot_name );
3368
3369 if ( attachment )
3370 {
3371 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3372 if ( is_locked )
3373 {
3374 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3375 AddProxyPhysics( slot_name_mounted );
3376 }
3377 else
3378 {
3379 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3380 AddProxyPhysics( slot_name );
3381 }
3382 }
3383 }
3384
3385 protected void UpdateNavmesh()
3386 {
3387 SetAffectPathgraph( true, false );
3388 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3389 }
3390
3391 override bool CanUseConstruction()
3392 {
3393 return true;
3394 }
3395
3396 override bool CanUseConstructionBuild()
3397 {
3398 return true;
3399 }
3400
3401 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3402 {
3403 if ( attachment )
3404 {
3405 InventoryLocation inventory_location = new InventoryLocation;
3406 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3407
3408 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3409 }
3410
3411 return false;
3412 }
3413
3414 protected bool IsAttachmentSlotLocked( string slot_name )
3415 {
3416 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3417 }
3418
3419 //--- ATTACHMENT SLOTS
3420 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3421 {
3422 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3423 if ( g_Game.ConfigIsExisting( config_path ) )
3424 {
3425 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3426 }
3427 }
3428
3429 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3430 {
3431 return true;
3432 }
3433
3434 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3435 {
3436 return true;
3437 }
3438
3439 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3440 {
3441 return true;
3442 }
3443
3444 // --- INIT
3446 {
3447 m_Construction = new Construction(this);
3448 return m_Construction;
3449 }
3450
3452 {
3453 return m_Construction;
3454 }
3455
3457 {
3458 return Construction.Cast(m_Construction);
3459 }
3460
3462 {
3463 int attachment_count = GetInventory().AttachmentCount();
3464 if ( attachment_count > 0 )
3465 {
3466 if ( HasBase() && attachment_count == 1 )
3467 {
3468 return false;
3469 }
3470
3471 return true;
3472 }
3473
3474 return false;
3475 }
3476
3477 override bool ShowZonesHealth()
3478 {
3479 return true;
3480 }
3481
3482 override bool IsTakeable()
3483 {
3484 return false;
3485 }
3486
3487 //this into/outo parent.Cargo
3488 override bool CanPutInCargo( EntityAI parent )
3489 {
3490 return false;
3491 }
3492
3493 override bool CanRemoveFromCargo( EntityAI parent )
3494 {
3495 return false;
3496 }
3497
3498 //hands
3499 override bool CanPutIntoHands( EntityAI parent )
3500 {
3501 return false;
3502 }
3503
3504 //--- ACTION CONDITIONS
3505 //direction
3506 override bool IsFacingPlayer( PlayerBase player, string selection )
3507 {
3508 return true;
3509 }
3510
3511 override bool IsPlayerInside( PlayerBase player, string selection )
3512 {
3513 return true;
3514 }
3515
3518 {
3519 return false;
3520 }
3521
3522 //roof check
3523 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3524 {
3525 return false;
3526 }
3527
3528 //selection->player distance check
3529 bool HasProperDistance( string selection, PlayerBase player )
3530 {
3531 return true;
3532 }
3533
3534 //folding
3536 {
3537 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3538 {
3539 return false;
3540 }
3541
3542 return true;
3543 }
3544
3546 {
3549
3550 return item;
3551 }
3552
3553 //Damage triggers (barbed wire)
3554 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3555 {
3556 if ( g_Game && g_Game.IsServer() )
3557 {
3558 //destroy area damage if some already exists
3559 DestroyAreaDamage( slot_name );
3560
3561 //create new area damage
3563 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3564
3565 vector min_max[2];
3566 if ( MemoryPointExists( slot_name + "_min" ) )
3567 {
3568 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3569 }
3570 if ( MemoryPointExists( slot_name + "_max" ) )
3571 {
3572 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3573 }
3574
3575 //get proper trigger extents (min<max)
3576 vector extents[2];
3577 GetConstruction().GetTriggerExtents( min_max, extents );
3578
3579 //get box center
3580 vector center;
3581 center = GetConstruction().GetBoxCenter( min_max );
3582 center = ModelToWorld( center );
3583
3584 //rotate center if needed
3586 CalcDamageAreaRotation( rotation_angle, center, orientation );
3587
3588 areaDamage.SetExtents( extents[0], extents[1] );
3589 areaDamage.SetAreaPosition( center );
3590 areaDamage.SetAreaOrientation( orientation );
3591 areaDamage.SetLoopInterval( 1.0 );
3592 areaDamage.SetDeferDuration( 0.2 );
3593 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3594 areaDamage.SetAmmoName( "BarbedWireHit" );
3595 areaDamage.Spawn();
3596
3597 m_DamageTriggers.Insert( slot_name, areaDamage );
3598 }
3599 }
3600
3601 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3602 {
3603 if ( angle_deg != 0 )
3604 {
3605 //orientation
3606 orientation[0] = orientation[0] - angle_deg;
3607
3608 //center
3609 vector rotate_axis;
3610 if ( MemoryPointExists( "rotate_axis" ) )
3611 {
3612 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3613 }
3614 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];
3615 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];
3616 center[0] = r_center_x;
3617 center[2] = r_center_z;
3618 }
3619 }
3620
3621 void DestroyAreaDamage( string slot_name )
3622 {
3623 if (g_Game && g_Game.IsServer())
3624 {
3626 if (m_DamageTriggers.Find(slot_name, areaDamage))
3627 {
3628 if (areaDamage)
3629 {
3630 areaDamage.Destroy();
3631 }
3632
3633 m_DamageTriggers.Remove( slot_name );
3634 }
3635 }
3636 }
3637
3638 override bool IsIgnoredByConstruction()
3639 {
3640 return true;
3641 }
3642
3643 //================================================================
3644 // SOUNDS
3645 //================================================================
3646 protected void SoundBuildStart( string part_name )
3647 {
3648 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3649 }
3650
3651 protected void SoundDismantleStart( string part_name )
3652 {
3653 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3654 }
3655
3656 protected void SoundDestroyStart( string part_name )
3657 {
3658 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3659 }
3660
3661 protected string GetBuildSoundByMaterial( string part_name )
3662 {
3663 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3664
3665 switch ( material_type )
3666 {
3667 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3668 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3669 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3670 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3671 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3672 }
3673
3674 return "";
3675 }
3676
3677 protected string GetDismantleSoundByMaterial( string part_name )
3678 {
3679 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3680
3681 switch ( material_type )
3682 {
3683 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3684 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3685 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3686 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3687 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3688 }
3689
3690 return "";
3691 }
3692
3693 //misc
3694 void CheckForHybridAttachments( EntityAI item, string slot_name )
3695 {
3696 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3697 {
3698 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3699 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3700 {
3701 SetHealth(slot_name,"Health",item.GetHealth());
3702 }
3703 }
3704 }
3705
3706 override int GetDamageSystemVersionChange()
3707 {
3708 return 111;
3709 }
3710
3711 override void SetActions()
3712 {
3713 super.SetActions();
3714
3718 }
3719
3720 protected void DestroyConstructedParts()
3721 {
3722 Construction construction = GetConstruction();
3723 if (!construction)
3724 return;
3725
3726 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3727 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3728 {
3729 ConstructionPart part = constructionParts.GetElement(i);
3730 if (part && part.IsBuilt() && !part.IsUtilityPart())
3731 {
3732 construction.DestroyPartServer(null, part.GetPartName(), -1);
3733 }
3734 }
3735 }
3736
3737 protected void HandleFallingForConstructedParts()
3738 {
3739 Construction construction = GetConstruction();
3740 if (!construction)
3741 return;
3742
3743 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3744 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3745 {
3746 ConstructionPart part = constructionParts.GetElement(i);
3747 if (part && part.IsBuilt() && !part.IsUtilityPart())
3748 {
3749 construction.HandleEntityFalling(part.GetPartName());
3750 }
3751 }
3752 }
3753
3755 override void OnItemFallRebuilding()
3756 {
3757 if (!g_Game.IsServer())
3758 return;
3759
3762
3763 if (DestroyOnFall())
3764 {
3766 {
3768 }
3769 else
3770 {
3772 {
3774 }
3775 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3776 }
3777 }
3778 }
3779
3781 {
3782 if (HasAnyAttachmentsOrCargo())
3783 {
3785 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3786 }
3787 }
3788
3789 //================================================================
3790 // DEBUG
3791 //================================================================
3792
3795 {
3796 return null;
3797 }
3798
3799 override void OnDebugSpawn()
3800 {
3801 FullyBuild();
3802 }
3803
3804 void FullyBuild()
3805 {
3807 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3808
3809 Man p;
3810
3811 #ifdef SERVER
3812 array<Man> players = new array<Man>;
3813 g_Game.GetWorld().GetPlayerList(players);
3814 if (players.Count())
3815 p = players[0];
3816 #else
3817 p = g_Game.GetPlayer();
3818 #endif
3819
3820 foreach (ConstructionPart part : parts)
3821 {
3822 bool excluded = false;
3823 string partName = part.GetPartName();
3824 if (excludes)
3825 {
3826 foreach (string exclude : excludes)
3827 {
3828 if (partName.Contains(exclude))
3829 {
3830 excluded = true;
3831 break;
3832 }
3833 }
3834 }
3835
3836 if (!excluded)
3837 {
3838 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3839 }
3840 }
3841
3842 GetConstruction().UpdateVisuals();
3843 }
3844
3846 //Deprecated code playpen//
3848 [Obsolete("handled in the Construction component directly")]
3849 protected void HandleItemFalling(ConstructionPart part)
3850 {
3851 }
3852
3853 [Obsolete("handled in the Construction component directly")]
3854 protected void ItemFall(vector min, vector max)
3855 {
3856 }
3857
3858 [Obsolete("obsolete debug method")]
3859 protected void DebugCustomState()
3860 {
3861 }
3862}
3863
3864void bsbDebugPrint (string s)
3865{
3866#ifdef BSB_DEBUG
3867 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3868#else
3869 //Print("" + s); // comment/uncomment to hide/see debug logs
3870#endif
3871}
3872void bsbDebugSpam (string s)
3873{
3874#ifdef BSB_DEBUG_SPAM
3875 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3876#else
3877 //Print("" + s); // comment/uncomment to hide/see debug logs
3878#endif
3879}
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