DayZ 1.30
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◆ GetConstructionPartById()

ConstructionPart bsbDebugPrint::GetConstructionPartById ( int id)
protected

См. определение в файле BaseBuildingBase.c строка 1611

1613{
1614 const string ANIMATION_DEPLOYED = "Deployed";
1615
1616 float m_ConstructionKitHealth; //stored health value for used construction kit
1617
1618 bool m_HasBase;
1619 //variables for synchronization of base building parts (2x31 is the current limit)
1620 int m_SyncParts01; //synchronization for already built parts (31 parts)
1621 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1622 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1623 int m_InteractedPartId; //construction part id that an action was performed on
1624 int m_PerformedActionId; //action id that was performed on a construction part
1625 protected ref ConstructionBasic m_Construction;
1626
1627 //Sounds
1628 //build
1629 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1630 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1631 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1632 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1633 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1634 //dismantle
1635 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1636 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1637 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1638 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1639 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1640
1641 protected EffectSound m_Sound;
1642
1646
1647 // Constructor
1648 void BaseBuildingBase()
1649 {
1651
1652 //synchronized variables
1653 RegisterNetSyncVariableInt( "m_SyncParts01" );
1654 RegisterNetSyncVariableInt( "m_SyncParts02" );
1655 RegisterNetSyncVariableInt( "m_SyncParts03" );
1656 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1657 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1658 RegisterNetSyncVariableBool( "m_HasBase" );
1659
1660 //Construction init
1661 ConstructionInit();
1662
1663 if (ConfigIsExisting("hybridAttachments"))
1664 {
1666 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1667 }
1668 if (ConfigIsExisting("mountables"))
1669 {
1671 ConfigGetTextArray("mountables", m_Mountables);
1672 }
1673
1674 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1675 SetAllowDamage(true);
1676 }
1677
1678 override string GetInvulnerabilityTypeString()
1679 {
1680 return "disableBaseDamage";
1681 }
1682
1683 override bool CanObstruct()
1684 {
1685 return true;
1686 }
1687
1688 override int GetHideIconMask()
1689 {
1690 return EInventoryIconVisibility.HIDE_VICINITY;
1691 }
1692
1693 override void InitItemSounds()
1694 {
1695 super.InitItemSounds();
1696
1698 SoundParameters params = new SoundParameters();
1699 params.m_Loop = true;
1700
1701 if (GetFoldSoundset() != string.Empty)
1702 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1703 if (GetLoopFoldSoundset() != string.Empty)
1704 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1705 }
1706
1707 override string GetFoldSoundset()
1708 {
1709 return "putDown_FenceKit_SoundSet";
1710 }
1711
1712 override string GetLoopFoldSoundset()
1713 {
1714 return "Shelter_Site_Build_Loop_SoundSet";
1715 }
1716
1717 // --- SYNCHRONIZATION
1719 {
1720 if ( g_Game.IsServer() )
1721 {
1722 SetSynchDirty();
1723 }
1724 }
1725
1726 override void OnVariablesSynchronized()
1727 {
1728 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1729 super.OnVariablesSynchronized();
1730
1731 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1732 }
1733
1734 protected void OnSynchronizedClient()
1735 {
1736 //update parts
1738
1739 //update action on part
1741
1742 //update visuals (client)
1743 UpdateVisuals();
1744 }
1745
1746 //parts synchronization
1747 void RegisterPartForSync( int part_id )
1748 {
1749 //part_id must starts from index = 1
1750 int offset;
1751 int mask;
1752
1753 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1754 {
1755 offset = part_id - 1;
1756 mask = 1 << offset;
1757
1758 m_SyncParts01 = m_SyncParts01 | mask;
1759 }
1760 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1761 {
1762 offset = ( part_id % 32 );
1763 mask = 1 << offset;
1764
1765 m_SyncParts02 = m_SyncParts02 | mask;
1766 }
1767 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1768 {
1769 offset = ( part_id % 63 );
1770 mask = 1 << offset;
1771
1772 m_SyncParts03 = m_SyncParts03 | mask;
1773 }
1774 }
1775
1776 void UnregisterPartForSync( int part_id )
1777 {
1778 //part_id must starts from index = 1
1779 int offset;
1780 int mask;
1781
1782 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1783 {
1784 offset = part_id - 1;
1785 mask = 1 << offset;
1786
1787 m_SyncParts01 = m_SyncParts01 & ~mask;
1788 }
1789 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1790 {
1791 offset = ( part_id % 32 );
1792 mask = 1 << offset;
1793
1794 m_SyncParts02 = m_SyncParts02 & ~mask;
1795 }
1796 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1797 {
1798 offset = ( part_id % 63 );
1799 mask = 1 << offset;
1800
1801 m_SyncParts03 = m_SyncParts03 & ~mask;
1802 }
1803 }
1804
1805 bool IsPartBuildInSyncData( int part_id )
1806 {
1807 //part_id must starts from index = 1
1808 int offset;
1809 int mask;
1810
1811 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1812 {
1813 offset = part_id - 1;
1814 mask = 1 << offset;
1815
1816 if ( ( m_SyncParts01 & mask ) > 0 )
1817 {
1818 return true;
1819 }
1820 }
1821 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1822 {
1823 offset = ( part_id % 32 );
1824 mask = 1 << offset;
1825
1826 if ( ( m_SyncParts02 & mask ) > 0 )
1827 {
1828 return true;
1829 }
1830 }
1831 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1832 {
1833 offset = ( part_id % 63 );
1834 mask = 1 << offset;
1835
1836 if ( ( m_SyncParts03 & mask ) > 0 )
1837 {
1838 return true;
1839 }
1840 }
1841
1842 return false;
1843 }
1844
1845 protected void RegisterActionForSync( int part_id, int action_id )
1846 {
1847 m_InteractedPartId = part_id;
1848 m_PerformedActionId = action_id;
1849 }
1850
1851 protected void ResetActionSyncData()
1852 {
1853 //reset data
1854 m_InteractedPartId = -1;
1856 }
1857
1858 protected void SetActionFromSyncData()
1859 {
1860 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1861 {
1863 int build_action_id = m_PerformedActionId;
1864
1865 switch( build_action_id )
1866 {
1867 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1868 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1869 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1870 }
1871 }
1872 }
1873 //------
1874
1876 {
1877 string key = part.GetPartName();
1878 bool is_base = part.IsBase();
1879 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1880 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1881 if ( is_part_built_sync )
1882 {
1883 if ( !part.IsBuilt() )
1884 {
1885 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1886 GetConstruction().AddToConstructedParts( key );
1887 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1888
1889 if (is_base)
1890 {
1892 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1893 }
1894 }
1895 }
1896 else
1897 {
1898 if ( part.IsBuilt() )
1899 {
1900 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1901 GetConstruction().RemoveFromConstructedParts( key );
1902 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1903
1904 if (is_base)
1905 {
1907 AddProxyPhysics( ANIMATION_DEPLOYED );
1908 }
1909 }
1910 }
1911
1912 //check slot lock for material attachments
1913 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1914 }
1915
1916 //set construction parts based on synchronized data
1918 {
1919 Construction construction = GetConstruction();
1920 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1921
1922 for ( int i = 0; i < construction_parts.Count(); ++i )
1923 {
1924 string key = construction_parts.GetKey( i );
1925 ConstructionPart value = construction_parts.Get( key );
1926 SetPartFromSyncData(value);
1927 }
1928
1929 //regenerate navmesh
1930 UpdateNavmesh();
1931 }
1932
1933 protected ConstructionPart GetConstructionPartById( int id )
1934 {
1935 Construction construction = GetConstruction();
1936 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1937
1938 for ( int i = 0; i < construction_parts.Count(); ++i )
1939 {
1940 string key = construction_parts.GetKey( i );
1941 ConstructionPart value = construction_parts.Get( key );
1942
1943 if ( value.GetId() == id )
1944 {
1945 return value;
1946 }
1947 }
1948
1949 return NULL;
1950 }
1951 //
1952
1953 //Base
1954 bool HasBase()
1955 {
1956 return m_HasBase;
1957 }
1958
1959 void SetBaseState( bool has_base )
1960 {
1961 m_HasBase = has_base;
1962 }
1963
1964 override bool IsDeployable()
1965 {
1966 return true;
1967 }
1968
1969 bool IsOpened()
1970 {
1971 return false;
1972 }
1973
1974 //--- CONSTRUCTION KIT
1976 {
1977 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
1978 if ( m_ConstructionKitHealth > 0 )
1979 {
1980 construction_kit.SetHealth( m_ConstructionKitHealth );
1981 }
1982
1983 return construction_kit;
1984 }
1985
1986 void CreateConstructionKitInHands(notnull PlayerBase player)
1987 {
1988 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
1989 if ( m_ConstructionKitHealth > 0 )
1990 {
1991 construction_kit.SetHealth( m_ConstructionKitHealth );
1992 }
1993 }
1994
1995 protected vector GetKitSpawnPosition()
1996 {
1997 return GetPosition();
1998 }
1999
2000 protected string GetConstructionKitType()
2001 {
2002 return "";
2003 }
2004
2005 void DestroyConstructionKit( ItemBase construction_kit )
2006 {
2007 m_ConstructionKitHealth = construction_kit.GetHealth();
2008 g_Game.ObjectDelete( construction_kit );
2009 }
2010
2011 //--- CONSTRUCTION
2012 void DestroyConstruction()
2013 {
2014 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2015 g_Game.ObjectDelete( this );
2016 }
2017
2018 // --- EVENTS
2019 override void EEDelete(EntityAI parent)
2020 {
2021 super.EEDelete(parent);
2022
2023 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2024 {
2025 areaDamage.Destroy();
2026 }
2027
2028 }
2029
2030 override void OnStoreSave( ParamsWriteContext ctx )
2031 {
2032 super.OnStoreSave( ctx );
2033
2034 //sync parts 01
2035 ctx.Write( m_SyncParts01 );
2036 ctx.Write( m_SyncParts02 );
2037 ctx.Write( m_SyncParts03 );
2038
2039 ctx.Write( m_HasBase );
2040 }
2041
2042 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2043 {
2044 if ( !super.OnStoreLoad( ctx, version ) )
2045 return false;
2046
2047 //--- Base building data ---
2048 //Restore synced parts data
2049 if ( !ctx.Read( m_SyncParts01 ) )
2050 {
2051 m_SyncParts01 = 0; //set default
2052 return false;
2053 }
2054 if ( !ctx.Read( m_SyncParts02 ) )
2055 {
2056 m_SyncParts02 = 0; //set default
2057 return false;
2058 }
2059 if ( !ctx.Read( m_SyncParts03 ) )
2060 {
2061 m_SyncParts03 = 0; //set default
2062 return false;
2063 }
2064
2065 //has base
2066 if ( !ctx.Read( m_HasBase ) )
2067 {
2068 m_HasBase = false;
2069 return false;
2070 }
2071 //---
2072
2073 return true;
2074 }
2075
2076 override void AfterStoreLoad()
2077 {
2078 super.AfterStoreLoad();
2079
2081 {
2083 }
2084 }
2085
2087 {
2088 //update server data
2090
2091 //set base state
2092 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2093 SetBaseState( part.IsBuilt() ) ;
2094
2095 //synchronize after load
2097 }
2098
2099 override void OnCreatePhysics()
2100 {
2101 super.OnCreatePhysics();
2102
2103 ConstructionInit();
2105 }
2106
2107 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2108 {
2110 return;
2111
2112 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2113 }
2114
2115 override void EEOnAfterLoad()
2116 {
2118 {
2119 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2120 }
2121
2122 super.EEOnAfterLoad();
2123 }
2124
2125 override void EEItemAttached( EntityAI item, string slot_name )
2126 {
2127 super.EEItemAttached( item, slot_name );
2128
2129 CheckForHybridAttachments( item, slot_name );
2130 UpdateVisuals();
2131 UpdateAttachmentPhysics( slot_name, false );
2132 }
2133
2134 override void EEItemDetached( EntityAI item, string slot_name )
2135 {
2136 super.EEItemDetached( item, slot_name );
2137
2138 UpdateVisuals();
2139 UpdateAttachmentPhysics( slot_name, false );
2140 }
2141
2142 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2143 {
2144 string slot_name = InventorySlots.GetSlotName( slotId );
2145 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2146
2147 UpdateAttachmentVisuals( slot_name, locked );
2148 UpdateAttachmentPhysics( slot_name, locked );
2149 }
2150
2151 //ignore out of reach condition
2152 override bool IgnoreOutOfReachCondition()
2153 {
2154 return true;
2155 }
2156
2157 //CONSTRUCTION EVENTS
2158 //Build
2159 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2160 {
2161 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2162
2163 //check base state
2164 if (construtionPart.IsBase())
2165 {
2166 SetBaseState(true);
2167
2168 //spawn kit
2170 }
2171
2172 //register constructed parts for synchronization
2173 RegisterPartForSync(construtionPart.GetId());
2174
2175 //register action that was performed on part
2176 RegisterActionForSync(construtionPart.GetId(), action_id);
2177
2178 //synchronize
2180
2181 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2182
2183 UpdateNavmesh();
2184
2185 //update visuals
2186 UpdateVisuals();
2187
2188 //reset action sync data
2189 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2190 }
2191
2192 void OnPartBuiltClient(string part_name, int action_id)
2193 {
2194 //play sound
2195 SoundBuildStart( part_name );
2196 }
2197
2198 //Dismantle
2199 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2200 {
2201 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2202 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2203
2204 //register constructed parts for synchronization
2205 UnregisterPartForSync(construtionPart.GetId());
2206
2207 //register action that was performed on part
2208 RegisterActionForSync(construtionPart.GetId(), action_id);
2209
2210 //synchronize
2212
2213 // server part of sync, client will be synced from SetPartsFromSyncData
2214 SetPartFromSyncData(construtionPart);
2215
2216 UpdateNavmesh();
2217
2218 //update visuals
2219 UpdateVisuals();
2220
2221 //reset action sync data
2222 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2223
2224 //check base state
2225 if (construtionPart.IsBase())
2226 {
2227 //Destroy construction
2228 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2229 }
2230 }
2231
2232 void OnPartDismantledClient( string part_name, int action_id )
2233 {
2234 //play sound
2235 SoundDismantleStart( part_name );
2236 }
2237
2238 //Destroy
2239 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2240 {
2241 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2242 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2243
2244 //register constructed parts for synchronization
2245 UnregisterPartForSync(construtionPart.GetId());
2246
2247 //register action that was performed on part
2248 RegisterActionForSync(construtionPart.GetId(), action_id);
2249
2250 //synchronize
2252
2253 // server part of sync, client will be synced from SetPartsFromSyncData
2254 SetPartFromSyncData(construtionPart);
2255
2256 UpdateNavmesh();
2257
2258 //update visuals
2259 UpdateVisuals();
2260
2261 //reset action sync data
2262 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2263
2264 //check base state
2265 if (construtionPart.IsBase())
2266 {
2267 //Destroy construction
2268 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2269 }
2270 }
2271
2272 void OnPartDestroyedClient( string part_name, int action_id )
2273 {
2274 //play sound
2275 SoundDestroyStart( part_name );
2276 }
2277
2278 // --- UPDATE
2279 void InitBaseState()
2280 {
2281 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2282
2283 InitVisuals();
2284 UpdateNavmesh(); //regenerate navmesh
2285 }
2286
2287 void InitVisuals()
2288 {
2289 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2290 //check base
2291 if ( !HasBase() )
2292 {
2293 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2294 }
2295 else
2296 {
2297 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2298 }
2299
2300 GetConstruction().InitVisuals();
2301 }
2302
2303 void UpdateVisuals()
2304 {
2305 array<string> attachmentSlots = new array<string>;
2306
2307 GetAttachmentSlots(this, attachmentSlots);
2308 foreach (string slotName : attachmentSlots)
2309 {
2311 }
2312
2313 //check base
2314 if (!HasBase())
2315 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2316 else
2317 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2318
2319 GetConstruction().UpdateVisuals();
2320 }
2321
2322 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2323 {
2324 string slotNameMounted = slot_name + "_Mounted";
2325 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2326
2327 if (attachment)
2328 {
2329 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2330 if (barbedWire && barbedWire.IsMounted())
2331 CreateAreaDamage(slotNameMounted);
2332 else
2333 DestroyAreaDamage(slotNameMounted);
2334
2335 if (is_locked)
2336 {
2337 SetAnimationPhase(slotNameMounted, 0);
2338 SetAnimationPhase(slot_name, 1);
2339 }
2340 else
2341 {
2342 SetAnimationPhase(slotNameMounted, 1);
2343 SetAnimationPhase(slot_name, 0);
2344 }
2345 }
2346 else
2347 {
2348 SetAnimationPhase(slotNameMounted, 1);
2349 SetAnimationPhase(slot_name, 1);
2350
2351 DestroyAreaDamage(slotNameMounted);
2352 }
2353 }
2354
2355 // avoid calling this function on frequent occasions, it's a massive performance hit
2356 void UpdatePhysics()
2357 {
2359 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2360
2361 array<string> attachmentSlots = new array<string>;
2362 GetAttachmentSlots(this, attachmentSlots);
2363
2365 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2366
2367 foreach (string slotName : attachmentSlots)
2368 {
2370 }
2371
2372 //check base
2373 if (!HasBase())
2374 {
2376 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2377
2378 AddProxyPhysics(ANIMATION_DEPLOYED);
2379 }
2380 else
2381 {
2383 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2384
2385 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2386 }
2387
2388 GetConstruction().UpdatePhysics();
2389 UpdateNavmesh();
2390 }
2391
2392 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2393 {
2394 //checks for invalid appends; hotfix
2395 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2396 return;
2397 //----------------------------------
2398 string slot_name_mounted = slot_name + "_Mounted";
2399 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2400
2401 //remove proxy physics
2402 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2403 RemoveProxyPhysics( slot_name_mounted );
2404 RemoveProxyPhysics( slot_name );
2405
2406 if ( attachment )
2407 {
2408 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2409 if ( is_locked )
2410 {
2411 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2412 AddProxyPhysics( slot_name_mounted );
2413 }
2414 else
2415 {
2416 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2417 AddProxyPhysics( slot_name );
2418 }
2419 }
2420 }
2421
2422 protected void UpdateNavmesh()
2423 {
2424 SetAffectPathgraph( true, false );
2425 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2426 }
2427
2428 override bool CanUseConstruction()
2429 {
2430 return true;
2431 }
2432
2433 override bool CanUseConstructionBuild()
2434 {
2435 return true;
2436 }
2437
2438 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2439 {
2440 if ( attachment )
2441 {
2442 InventoryLocation inventory_location = new InventoryLocation;
2443 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2444
2445 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2446 }
2447
2448 return false;
2449 }
2450
2451 protected bool IsAttachmentSlotLocked( string slot_name )
2452 {
2453 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2454 }
2455
2456 //--- ATTACHMENT SLOTS
2457 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2458 {
2459 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2460 if ( g_Game.ConfigIsExisting( config_path ) )
2461 {
2462 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2463 }
2464 }
2465
2466 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2467 {
2468 return true;
2469 }
2470
2471 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2472 {
2473 return true;
2474 }
2475
2476 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2477 {
2478 return true;
2479 }
2480
2481 // --- INIT
2483 {
2484 m_Construction = new Construction(this);
2485 return m_Construction;
2486 }
2487
2489 {
2490 return m_Construction;
2491 }
2492
2494 {
2495 return Construction.Cast(m_Construction);
2496 }
2497
2499 {
2500 int attachment_count = GetInventory().AttachmentCount();
2501 if ( attachment_count > 0 )
2502 {
2503 if ( HasBase() && attachment_count == 1 )
2504 {
2505 return false;
2506 }
2507
2508 return true;
2509 }
2510
2511 return false;
2512 }
2513
2514 override bool ShowZonesHealth()
2515 {
2516 return true;
2517 }
2518
2519 override bool IsTakeable()
2520 {
2521 return false;
2522 }
2523
2524 //this into/outo parent.Cargo
2525 override bool CanPutInCargo( EntityAI parent )
2526 {
2527 return false;
2528 }
2529
2530 override bool CanRemoveFromCargo( EntityAI parent )
2531 {
2532 return false;
2533 }
2534
2535 //hands
2536 override bool CanPutIntoHands( EntityAI parent )
2537 {
2538 return false;
2539 }
2540
2541 //--- ACTION CONDITIONS
2542 //direction
2543 override bool IsFacingPlayer( PlayerBase player, string selection )
2544 {
2545 return true;
2546 }
2547
2548 override bool IsPlayerInside( PlayerBase player, string selection )
2549 {
2550 return true;
2551 }
2552
2555 {
2556 return false;
2557 }
2558
2559 //roof check
2560 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2561 {
2562 return false;
2563 }
2564
2565 //selection->player distance check
2566 bool HasProperDistance( string selection, PlayerBase player )
2567 {
2568 return true;
2569 }
2570
2571 //folding
2573 {
2574 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2575 {
2576 return false;
2577 }
2578
2579 return true;
2580 }
2581
2583 {
2586
2587 return item;
2588 }
2589
2590 //Damage triggers (barbed wire)
2591 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2592 {
2593 if ( g_Game && g_Game.IsServer() )
2594 {
2595 //destroy area damage if some already exists
2596 DestroyAreaDamage( slot_name );
2597
2598 //create new area damage
2600 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2601
2602 vector min_max[2];
2603 if ( MemoryPointExists( slot_name + "_min" ) )
2604 {
2605 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2606 }
2607 if ( MemoryPointExists( slot_name + "_max" ) )
2608 {
2609 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2610 }
2611
2612 //get proper trigger extents (min<max)
2613 vector extents[2];
2614 GetConstruction().GetTriggerExtents( min_max, extents );
2615
2616 //get box center
2617 vector center;
2618 center = GetConstruction().GetBoxCenter( min_max );
2619 center = ModelToWorld( center );
2620
2621 //rotate center if needed
2623 CalcDamageAreaRotation( rotation_angle, center, orientation );
2624
2625 areaDamage.SetExtents( extents[0], extents[1] );
2626 areaDamage.SetAreaPosition( center );
2627 areaDamage.SetAreaOrientation( orientation );
2628 areaDamage.SetLoopInterval( 1.0 );
2629 areaDamage.SetDeferDuration( 0.2 );
2630 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2631 areaDamage.SetAmmoName( "BarbedWireHit" );
2632 areaDamage.Spawn();
2633
2634 m_DamageTriggers.Insert( slot_name, areaDamage );
2635 }
2636 }
2637
2638 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2639 {
2640 if ( angle_deg != 0 )
2641 {
2642 //orientation
2643 orientation[0] = orientation[0] - angle_deg;
2644
2645 //center
2646 vector rotate_axis;
2647 if ( MemoryPointExists( "rotate_axis" ) )
2648 {
2649 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2650 }
2651 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];
2652 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];
2653 center[0] = r_center_x;
2654 center[2] = r_center_z;
2655 }
2656 }
2657
2658 void DestroyAreaDamage( string slot_name )
2659 {
2660 if (g_Game && g_Game.IsServer())
2661 {
2663 if (m_DamageTriggers.Find(slot_name, areaDamage))
2664 {
2665 if (areaDamage)
2666 {
2667 areaDamage.Destroy();
2668 }
2669
2670 m_DamageTriggers.Remove( slot_name );
2671 }
2672 }
2673 }
2674
2675 override bool IsIgnoredByConstruction()
2676 {
2677 return true;
2678 }
2679
2680 //================================================================
2681 // SOUNDS
2682 //================================================================
2683 protected void SoundBuildStart( string part_name )
2684 {
2685 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2686 }
2687
2688 protected void SoundDismantleStart( string part_name )
2689 {
2690 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2691 }
2692
2693 protected void SoundDestroyStart( string part_name )
2694 {
2695 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2696 }
2697
2698 protected string GetBuildSoundByMaterial( string part_name )
2699 {
2700 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2701
2702 switch ( material_type )
2703 {
2704 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2705 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2706 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2707 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2708 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2709 }
2710
2711 return "";
2712 }
2713
2714 protected string GetDismantleSoundByMaterial( string part_name )
2715 {
2716 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2717
2718 switch ( material_type )
2719 {
2720 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2721 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2722 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2723 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2724 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2725 }
2726
2727 return "";
2728 }
2729
2730 //misc
2731 void CheckForHybridAttachments( EntityAI item, string slot_name )
2732 {
2733 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2734 {
2735 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2736 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2737 {
2738 SetHealth(slot_name,"Health",item.GetHealth());
2739 }
2740 }
2741 }
2742
2743 override int GetDamageSystemVersionChange()
2744 {
2745 return 111;
2746 }
2747
2748 override void SetActions()
2749 {
2750 super.SetActions();
2751
2755 }
2756
2757 protected void DestroyConstructedParts()
2758 {
2759 Construction construction = GetConstruction();
2760 if (!construction)
2761 return;
2762
2763 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2764 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2765 {
2766 ConstructionPart part = constructionParts.GetElement(i);
2767 if (part && part.IsBuilt() && !part.IsUtilityPart())
2768 {
2769 construction.DestroyPartServer(null, part.GetPartName(), -1);
2770 }
2771 }
2772 }
2773
2774 protected void HandleFallingForConstructedParts()
2775 {
2776 Construction construction = GetConstruction();
2777 if (!construction)
2778 return;
2779
2780 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2781 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2782 {
2783 ConstructionPart part = constructionParts.GetElement(i);
2784 if (part && part.IsBuilt() && !part.IsUtilityPart())
2785 {
2786 construction.HandleEntityFalling(part.GetPartName());
2787 }
2788 }
2789 }
2790
2792 override void OnItemFallRebuilding()
2793 {
2794 if (!g_Game.IsServer())
2795 return;
2796
2799
2800 if (DestroyOnFall())
2801 {
2803 {
2805 }
2806 else
2807 {
2809 {
2811 }
2812 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2813 }
2814 }
2815 }
2816
2818 {
2819 if (HasAnyAttachmentsOrCargo())
2820 {
2822 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2823 }
2824 }
2825
2826 //================================================================
2827 // DEBUG
2828 //================================================================
2829
2832 {
2833 return null;
2834 }
2835
2836 override void OnDebugSpawn()
2837 {
2838 FullyBuild();
2839 }
2840
2841 void FullyBuild()
2842 {
2844 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2845
2846 Man p;
2847
2848 #ifdef SERVER
2849 array<Man> players = new array<Man>;
2850 g_Game.GetWorld().GetPlayerList(players);
2851 if (players.Count())
2852 p = players[0];
2853 #else
2854 p = g_Game.GetPlayer();
2855 #endif
2856
2857 foreach (ConstructionPart part : parts)
2858 {
2859 bool excluded = false;
2860 string partName = part.GetPartName();
2861 if (excludes)
2862 {
2863 foreach (string exclude : excludes)
2864 {
2865 if (partName.Contains(exclude))
2866 {
2867 excluded = true;
2868 break;
2869 }
2870 }
2871 }
2872
2873 if (!excluded)
2874 {
2875 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2876 }
2877 }
2878
2879 GetConstruction().UpdateVisuals();
2880 }
2881
2883 //Deprecated code playpen//
2885 [Obsolete("handled in the Construction component directly")]
2886 protected void HandleItemFalling(ConstructionPart part)
2887 {
2888 }
2889
2890 [Obsolete("handled in the Construction component directly")]
2891 protected void ItemFall(vector min, vector max)
2892 {
2893 }
2894
2895 [Obsolete("obsolete debug method")]
2896 protected void DebugCustomState()
2897 {
2898 }
2899}
2900
2901void bsbDebugPrint (string s)
2902{
2903#ifdef BSB_DEBUG
2904 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2905#else
2906 //Print("" + s); // comment/uncomment to hide/see debug logs
2907#endif
2908}
2909void bsbDebugSpam (string s)
2910{
2911#ifdef BSB_DEBUG_SPAM
2912 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2913#else
2914 //Print("" + s); // comment/uncomment to hide/see debug logs
2915#endif
2916}
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::SetActionFromSyncData().