DayZ 1.30
DayZ Explorer by KGB
 
Загрузка...
Поиск...
Не найдено

◆ GetConstructionKitType()

string bsbDebugPrint::GetConstructionKitType ( )
protected

См. определение в файле BaseBuildingBase.c строка 1678

1680{
1681 const string ANIMATION_DEPLOYED = "Deployed";
1682
1683 float m_ConstructionKitHealth; //stored health value for used construction kit
1684
1685 bool m_HasBase;
1686 //variables for synchronization of base building parts (2x31 is the current limit)
1687 int m_SyncParts01; //synchronization for already built parts (31 parts)
1688 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1689 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1690 int m_InteractedPartId; //construction part id that an action was performed on
1691 int m_PerformedActionId; //action id that was performed on a construction part
1692 protected ref ConstructionBasic m_Construction;
1693
1694 //Sounds
1695 //build
1696 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1697 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1698 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1699 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1700 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1701 //dismantle
1702 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1703 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1704 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1705 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1706 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1707
1708 protected EffectSound m_Sound;
1709
1713
1714 // Constructor
1715 void BaseBuildingBase()
1716 {
1718
1719 //synchronized variables
1720 RegisterNetSyncVariableInt( "m_SyncParts01" );
1721 RegisterNetSyncVariableInt( "m_SyncParts02" );
1722 RegisterNetSyncVariableInt( "m_SyncParts03" );
1723 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1724 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1725 RegisterNetSyncVariableBool( "m_HasBase" );
1726
1727 //Construction init
1728 ConstructionInit();
1729
1730 if (ConfigIsExisting("hybridAttachments"))
1731 {
1733 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1734 }
1735 if (ConfigIsExisting("mountables"))
1736 {
1738 ConfigGetTextArray("mountables", m_Mountables);
1739 }
1740
1741 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1742 SetAllowDamage(true);
1743 }
1744
1745 override string GetInvulnerabilityTypeString()
1746 {
1747 return "disableBaseDamage";
1748 }
1749
1750 override bool CanObstruct()
1751 {
1752 return true;
1753 }
1754
1755 override int GetHideIconMask()
1756 {
1757 return EInventoryIconVisibility.HIDE_VICINITY;
1758 }
1759
1760 override void InitItemSounds()
1761 {
1762 super.InitItemSounds();
1763
1765 SoundParameters params = new SoundParameters();
1766 params.m_Loop = true;
1767
1768 if (GetFoldSoundset() != string.Empty)
1769 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1770 if (GetLoopFoldSoundset() != string.Empty)
1771 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1772 }
1773
1774 override string GetFoldSoundset()
1775 {
1776 return "putDown_FenceKit_SoundSet";
1777 }
1778
1779 override string GetLoopFoldSoundset()
1780 {
1781 return "Shelter_Site_Build_Loop_SoundSet";
1782 }
1783
1784 // --- SYNCHRONIZATION
1786 {
1787 if ( g_Game.IsServer() )
1788 {
1789 SetSynchDirty();
1790 }
1791 }
1792
1793 override void OnVariablesSynchronized()
1794 {
1795 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1796 super.OnVariablesSynchronized();
1797
1798 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1799 }
1800
1801 protected void OnSynchronizedClient()
1802 {
1803 //update parts
1805
1806 //update action on part
1808
1809 //update visuals (client)
1810 UpdateVisuals();
1811 }
1812
1813 //parts synchronization
1814 void RegisterPartForSync( int part_id )
1815 {
1816 //part_id must starts from index = 1
1817 int offset;
1818 int mask;
1819
1820 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1821 {
1822 offset = part_id - 1;
1823 mask = 1 << offset;
1824
1825 m_SyncParts01 = m_SyncParts01 | mask;
1826 }
1827 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1828 {
1829 offset = ( part_id % 32 );
1830 mask = 1 << offset;
1831
1832 m_SyncParts02 = m_SyncParts02 | mask;
1833 }
1834 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1835 {
1836 offset = ( part_id % 63 );
1837 mask = 1 << offset;
1838
1839 m_SyncParts03 = m_SyncParts03 | mask;
1840 }
1841 }
1842
1843 void UnregisterPartForSync( int part_id )
1844 {
1845 //part_id must starts from index = 1
1846 int offset;
1847 int mask;
1848
1849 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1850 {
1851 offset = part_id - 1;
1852 mask = 1 << offset;
1853
1854 m_SyncParts01 = m_SyncParts01 & ~mask;
1855 }
1856 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1857 {
1858 offset = ( part_id % 32 );
1859 mask = 1 << offset;
1860
1861 m_SyncParts02 = m_SyncParts02 & ~mask;
1862 }
1863 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1864 {
1865 offset = ( part_id % 63 );
1866 mask = 1 << offset;
1867
1868 m_SyncParts03 = m_SyncParts03 & ~mask;
1869 }
1870 }
1871
1872 bool IsPartBuildInSyncData( int part_id )
1873 {
1874 //part_id must starts from index = 1
1875 int offset;
1876 int mask;
1877
1878 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1879 {
1880 offset = part_id - 1;
1881 mask = 1 << offset;
1882
1883 if ( ( m_SyncParts01 & mask ) > 0 )
1884 {
1885 return true;
1886 }
1887 }
1888 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1889 {
1890 offset = ( part_id % 32 );
1891 mask = 1 << offset;
1892
1893 if ( ( m_SyncParts02 & mask ) > 0 )
1894 {
1895 return true;
1896 }
1897 }
1898 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1899 {
1900 offset = ( part_id % 63 );
1901 mask = 1 << offset;
1902
1903 if ( ( m_SyncParts03 & mask ) > 0 )
1904 {
1905 return true;
1906 }
1907 }
1908
1909 return false;
1910 }
1911
1912 protected void RegisterActionForSync( int part_id, int action_id )
1913 {
1914 m_InteractedPartId = part_id;
1915 m_PerformedActionId = action_id;
1916 }
1917
1918 protected void ResetActionSyncData()
1919 {
1920 //reset data
1921 m_InteractedPartId = -1;
1923 }
1924
1925 protected void SetActionFromSyncData()
1926 {
1927 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1928 {
1930 int build_action_id = m_PerformedActionId;
1931
1932 switch( build_action_id )
1933 {
1934 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1935 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1936 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1937 }
1938 }
1939 }
1940 //------
1941
1943 {
1944 string key = part.GetPartName();
1945 bool is_base = part.IsBase();
1946 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1947 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1948 if ( is_part_built_sync )
1949 {
1950 if ( !part.IsBuilt() )
1951 {
1952 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1953 GetConstruction().AddToConstructedParts( key );
1954 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1955
1956 if (is_base)
1957 {
1959 RemoveProxyPhysics( ANIMATION_DEPLOYED );
1960 }
1961 }
1962 }
1963 else
1964 {
1965 if ( part.IsBuilt() )
1966 {
1967 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
1968 GetConstruction().RemoveFromConstructedParts( key );
1969 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
1970
1971 if (is_base)
1972 {
1974 AddProxyPhysics( ANIMATION_DEPLOYED );
1975 }
1976 }
1977 }
1978
1979 //check slot lock for material attachments
1980 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
1981 }
1982
1983 //set construction parts based on synchronized data
1985 {
1986 Construction construction = GetConstruction();
1987 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
1988
1989 for ( int i = 0; i < construction_parts.Count(); ++i )
1990 {
1991 string key = construction_parts.GetKey( i );
1992 ConstructionPart value = construction_parts.Get( key );
1993 SetPartFromSyncData(value);
1994 }
1995
1996 //regenerate navmesh
1997 UpdateNavmesh();
1998 }
1999
2000 protected ConstructionPart GetConstructionPartById( int id )
2001 {
2002 Construction construction = GetConstruction();
2003 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2004
2005 for ( int i = 0; i < construction_parts.Count(); ++i )
2006 {
2007 string key = construction_parts.GetKey( i );
2008 ConstructionPart value = construction_parts.Get( key );
2009
2010 if ( value.GetId() == id )
2011 {
2012 return value;
2013 }
2014 }
2015
2016 return NULL;
2017 }
2018 //
2019
2020 //Base
2021 bool HasBase()
2022 {
2023 return m_HasBase;
2024 }
2025
2026 void SetBaseState( bool has_base )
2027 {
2028 m_HasBase = has_base;
2029 }
2030
2031 override bool IsDeployable()
2032 {
2033 return true;
2034 }
2035
2036 bool IsOpened()
2037 {
2038 return false;
2039 }
2040
2041 //--- CONSTRUCTION KIT
2043 {
2044 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2045 if ( m_ConstructionKitHealth > 0 )
2046 {
2047 construction_kit.SetHealth( m_ConstructionKitHealth );
2048 }
2049
2050 return construction_kit;
2051 }
2052
2053 void CreateConstructionKitInHands(notnull PlayerBase player)
2054 {
2055 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2056 if ( m_ConstructionKitHealth > 0 )
2057 {
2058 construction_kit.SetHealth( m_ConstructionKitHealth );
2059 }
2060 }
2061
2062 protected vector GetKitSpawnPosition()
2063 {
2064 return GetPosition();
2065 }
2066
2067 protected string GetConstructionKitType()
2068 {
2069 return "";
2070 }
2071
2072 void DestroyConstructionKit( ItemBase construction_kit )
2073 {
2074 m_ConstructionKitHealth = construction_kit.GetHealth();
2075 g_Game.ObjectDelete( construction_kit );
2076 }
2077
2078 //--- CONSTRUCTION
2079 void DestroyConstruction()
2080 {
2081 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2082 g_Game.ObjectDelete( this );
2083 }
2084
2085 // --- EVENTS
2086 override void EEDelete(EntityAI parent)
2087 {
2088 super.EEDelete(parent);
2089
2090 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2091 {
2092 areaDamage.Destroy();
2093 }
2094
2095 }
2096
2097 override void OnStoreSave( ParamsWriteContext ctx )
2098 {
2099 super.OnStoreSave( ctx );
2100
2101 //sync parts 01
2102 ctx.Write( m_SyncParts01 );
2103 ctx.Write( m_SyncParts02 );
2104 ctx.Write( m_SyncParts03 );
2105
2106 ctx.Write( m_HasBase );
2107 }
2108
2109 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2110 {
2111 if ( !super.OnStoreLoad( ctx, version ) )
2112 return false;
2113
2114 //--- Base building data ---
2115 //Restore synced parts data
2116 if ( !ctx.Read( m_SyncParts01 ) )
2117 {
2118 m_SyncParts01 = 0; //set default
2119 return false;
2120 }
2121 if ( !ctx.Read( m_SyncParts02 ) )
2122 {
2123 m_SyncParts02 = 0; //set default
2124 return false;
2125 }
2126 if ( !ctx.Read( m_SyncParts03 ) )
2127 {
2128 m_SyncParts03 = 0; //set default
2129 return false;
2130 }
2131
2132 //has base
2133 if ( !ctx.Read( m_HasBase ) )
2134 {
2135 m_HasBase = false;
2136 return false;
2137 }
2138 //---
2139
2140 return true;
2141 }
2142
2143 override void AfterStoreLoad()
2144 {
2145 super.AfterStoreLoad();
2146
2148 {
2150 }
2151 }
2152
2154 {
2155 //update server data
2157
2158 //set base state
2159 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2160 SetBaseState( part.IsBuilt() ) ;
2161
2162 //synchronize after load
2164 }
2165
2166 override void OnCreatePhysics()
2167 {
2168 super.OnCreatePhysics();
2169
2170 ConstructionInit();
2172 }
2173
2174 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2175 {
2177 return;
2178
2179 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2180 }
2181
2182 override void EEOnAfterLoad()
2183 {
2185 {
2186 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2187 }
2188
2189 super.EEOnAfterLoad();
2190 }
2191
2192 override void EEItemAttached( EntityAI item, string slot_name )
2193 {
2194 super.EEItemAttached( item, slot_name );
2195
2196 CheckForHybridAttachments( item, slot_name );
2197 UpdateVisuals();
2198 UpdateAttachmentPhysics( slot_name, false );
2199 }
2200
2201 override void EEItemDetached( EntityAI item, string slot_name )
2202 {
2203 super.EEItemDetached( item, slot_name );
2204
2205 UpdateVisuals();
2206 UpdateAttachmentPhysics( slot_name, false );
2207 }
2208
2209 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2210 {
2211 string slot_name = InventorySlots.GetSlotName( slotId );
2212 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2213
2214 UpdateAttachmentVisuals( slot_name, locked );
2215 UpdateAttachmentPhysics( slot_name, locked );
2216 }
2217
2218 //ignore out of reach condition
2219 override bool IgnoreOutOfReachCondition()
2220 {
2221 return true;
2222 }
2223
2224 //CONSTRUCTION EVENTS
2225 //Build
2226 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2227 {
2228 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2229
2230 //check base state
2231 if (construtionPart.IsBase())
2232 {
2233 SetBaseState(true);
2234
2235 //spawn kit
2237 }
2238
2239 //register constructed parts for synchronization
2240 RegisterPartForSync(construtionPart.GetId());
2241
2242 //register action that was performed on part
2243 RegisterActionForSync(construtionPart.GetId(), action_id);
2244
2245 //synchronize
2247
2248 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2249
2250 UpdateNavmesh();
2251
2252 //update visuals
2253 UpdateVisuals();
2254
2255 //reset action sync data
2256 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2257 }
2258
2259 void OnPartBuiltClient(string part_name, int action_id)
2260 {
2261 //play sound
2262 SoundBuildStart( part_name );
2263 }
2264
2265 //Dismantle
2266 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2267 {
2268 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2269 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2270
2271 //register constructed parts for synchronization
2272 UnregisterPartForSync(construtionPart.GetId());
2273
2274 //register action that was performed on part
2275 RegisterActionForSync(construtionPart.GetId(), action_id);
2276
2277 //synchronize
2279
2280 // server part of sync, client will be synced from SetPartsFromSyncData
2281 SetPartFromSyncData(construtionPart);
2282
2283 UpdateNavmesh();
2284
2285 //update visuals
2286 UpdateVisuals();
2287
2288 //reset action sync data
2289 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2290
2291 //check base state
2292 if (construtionPart.IsBase())
2293 {
2294 //Destroy construction
2295 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2296 }
2297 }
2298
2299 void OnPartDismantledClient( string part_name, int action_id )
2300 {
2301 //play sound
2302 SoundDismantleStart( part_name );
2303 }
2304
2305 //Destroy
2306 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2307 {
2308 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2309 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2310
2311 //register constructed parts for synchronization
2312 UnregisterPartForSync(construtionPart.GetId());
2313
2314 //register action that was performed on part
2315 RegisterActionForSync(construtionPart.GetId(), action_id);
2316
2317 //synchronize
2319
2320 // server part of sync, client will be synced from SetPartsFromSyncData
2321 SetPartFromSyncData(construtionPart);
2322
2323 UpdateNavmesh();
2324
2325 //update visuals
2326 UpdateVisuals();
2327
2328 //reset action sync data
2329 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2330
2331 //check base state
2332 if (construtionPart.IsBase())
2333 {
2334 //Destroy construction
2335 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2336 }
2337 }
2338
2339 void OnPartDestroyedClient( string part_name, int action_id )
2340 {
2341 //play sound
2342 SoundDestroyStart( part_name );
2343 }
2344
2345 // --- UPDATE
2346 void InitBaseState()
2347 {
2348 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2349
2350 InitVisuals();
2351 UpdateNavmesh(); //regenerate navmesh
2352 }
2353
2354 void InitVisuals()
2355 {
2356 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2357 //check base
2358 if ( !HasBase() )
2359 {
2360 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2361 }
2362 else
2363 {
2364 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2365 }
2366
2367 GetConstruction().InitVisuals();
2368 }
2369
2370 void UpdateVisuals()
2371 {
2372 array<string> attachmentSlots = new array<string>;
2373
2374 GetAttachmentSlots(this, attachmentSlots);
2375 foreach (string slotName : attachmentSlots)
2376 {
2378 }
2379
2380 //check base
2381 if (!HasBase())
2382 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2383 else
2384 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2385
2386 GetConstruction().UpdateVisuals();
2387 }
2388
2389 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2390 {
2391 string slotNameMounted = slot_name + "_Mounted";
2392 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2393
2394 if (attachment)
2395 {
2396 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2397 if (barbedWire && barbedWire.IsMounted())
2398 CreateAreaDamage(slotNameMounted);
2399 else
2400 DestroyAreaDamage(slotNameMounted);
2401
2402 if (is_locked)
2403 {
2404 SetAnimationPhase(slotNameMounted, 0);
2405 SetAnimationPhase(slot_name, 1);
2406 }
2407 else
2408 {
2409 SetAnimationPhase(slotNameMounted, 1);
2410 SetAnimationPhase(slot_name, 0);
2411 }
2412 }
2413 else
2414 {
2415 SetAnimationPhase(slotNameMounted, 1);
2416 SetAnimationPhase(slot_name, 1);
2417
2418 DestroyAreaDamage(slotNameMounted);
2419 }
2420 }
2421
2422 // avoid calling this function on frequent occasions, it's a massive performance hit
2423 void UpdatePhysics()
2424 {
2426 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2427
2428 array<string> attachmentSlots = new array<string>;
2429 GetAttachmentSlots(this, attachmentSlots);
2430
2432 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2433
2434 foreach (string slotName : attachmentSlots)
2435 {
2437 }
2438
2439 //check base
2440 if (!HasBase())
2441 {
2443 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2444
2445 AddProxyPhysics(ANIMATION_DEPLOYED);
2446 }
2447 else
2448 {
2450 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2451
2452 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2453 }
2454
2455 GetConstruction().UpdatePhysics();
2456 UpdateNavmesh();
2457 }
2458
2459 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2460 {
2461 //checks for invalid appends; hotfix
2462 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2463 return;
2464 //----------------------------------
2465 string slot_name_mounted = slot_name + "_Mounted";
2466 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2467
2468 //remove proxy physics
2469 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2470 RemoveProxyPhysics( slot_name_mounted );
2471 RemoveProxyPhysics( slot_name );
2472
2473 if ( attachment )
2474 {
2475 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2476 if ( is_locked )
2477 {
2478 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2479 AddProxyPhysics( slot_name_mounted );
2480 }
2481 else
2482 {
2483 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2484 AddProxyPhysics( slot_name );
2485 }
2486 }
2487 }
2488
2489 protected void UpdateNavmesh()
2490 {
2491 SetAffectPathgraph( true, false );
2492 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2493 }
2494
2495 override bool CanUseConstruction()
2496 {
2497 return true;
2498 }
2499
2500 override bool CanUseConstructionBuild()
2501 {
2502 return true;
2503 }
2504
2505 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2506 {
2507 if ( attachment )
2508 {
2509 InventoryLocation inventory_location = new InventoryLocation;
2510 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2511
2512 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2513 }
2514
2515 return false;
2516 }
2517
2518 protected bool IsAttachmentSlotLocked( string slot_name )
2519 {
2520 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2521 }
2522
2523 //--- ATTACHMENT SLOTS
2524 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2525 {
2526 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2527 if ( g_Game.ConfigIsExisting( config_path ) )
2528 {
2529 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2530 }
2531 }
2532
2533 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2534 {
2535 return true;
2536 }
2537
2538 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2539 {
2540 return true;
2541 }
2542
2543 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2544 {
2545 return true;
2546 }
2547
2548 // --- INIT
2550 {
2551 m_Construction = new Construction(this);
2552 return m_Construction;
2553 }
2554
2556 {
2557 return m_Construction;
2558 }
2559
2561 {
2562 return Construction.Cast(m_Construction);
2563 }
2564
2566 {
2567 int attachment_count = GetInventory().AttachmentCount();
2568 if ( attachment_count > 0 )
2569 {
2570 if ( HasBase() && attachment_count == 1 )
2571 {
2572 return false;
2573 }
2574
2575 return true;
2576 }
2577
2578 return false;
2579 }
2580
2581 override bool ShowZonesHealth()
2582 {
2583 return true;
2584 }
2585
2586 override bool IsTakeable()
2587 {
2588 return false;
2589 }
2590
2591 //this into/outo parent.Cargo
2592 override bool CanPutInCargo( EntityAI parent )
2593 {
2594 return false;
2595 }
2596
2597 override bool CanRemoveFromCargo( EntityAI parent )
2598 {
2599 return false;
2600 }
2601
2602 //hands
2603 override bool CanPutIntoHands( EntityAI parent )
2604 {
2605 return false;
2606 }
2607
2608 //--- ACTION CONDITIONS
2609 //direction
2610 override bool IsFacingPlayer( PlayerBase player, string selection )
2611 {
2612 return true;
2613 }
2614
2615 override bool IsPlayerInside( PlayerBase player, string selection )
2616 {
2617 return true;
2618 }
2619
2622 {
2623 return false;
2624 }
2625
2626 //roof check
2627 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2628 {
2629 return false;
2630 }
2631
2632 //selection->player distance check
2633 bool HasProperDistance( string selection, PlayerBase player )
2634 {
2635 return true;
2636 }
2637
2638 //folding
2640 {
2641 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2642 {
2643 return false;
2644 }
2645
2646 return true;
2647 }
2648
2650 {
2653
2654 return item;
2655 }
2656
2657 //Damage triggers (barbed wire)
2658 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2659 {
2660 if ( g_Game && g_Game.IsServer() )
2661 {
2662 //destroy area damage if some already exists
2663 DestroyAreaDamage( slot_name );
2664
2665 //create new area damage
2667 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2668
2669 vector min_max[2];
2670 if ( MemoryPointExists( slot_name + "_min" ) )
2671 {
2672 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2673 }
2674 if ( MemoryPointExists( slot_name + "_max" ) )
2675 {
2676 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2677 }
2678
2679 //get proper trigger extents (min<max)
2680 vector extents[2];
2681 GetConstruction().GetTriggerExtents( min_max, extents );
2682
2683 //get box center
2684 vector center;
2685 center = GetConstruction().GetBoxCenter( min_max );
2686 center = ModelToWorld( center );
2687
2688 //rotate center if needed
2690 CalcDamageAreaRotation( rotation_angle, center, orientation );
2691
2692 areaDamage.SetExtents( extents[0], extents[1] );
2693 areaDamage.SetAreaPosition( center );
2694 areaDamage.SetAreaOrientation( orientation );
2695 areaDamage.SetLoopInterval( 1.0 );
2696 areaDamage.SetDeferDuration( 0.2 );
2697 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2698 areaDamage.SetAmmoName( "BarbedWireHit" );
2699 areaDamage.Spawn();
2700
2701 m_DamageTriggers.Insert( slot_name, areaDamage );
2702 }
2703 }
2704
2705 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2706 {
2707 if ( angle_deg != 0 )
2708 {
2709 //orientation
2710 orientation[0] = orientation[0] - angle_deg;
2711
2712 //center
2713 vector rotate_axis;
2714 if ( MemoryPointExists( "rotate_axis" ) )
2715 {
2716 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2717 }
2718 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];
2719 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];
2720 center[0] = r_center_x;
2721 center[2] = r_center_z;
2722 }
2723 }
2724
2725 void DestroyAreaDamage( string slot_name )
2726 {
2727 if (g_Game && g_Game.IsServer())
2728 {
2730 if (m_DamageTriggers.Find(slot_name, areaDamage))
2731 {
2732 if (areaDamage)
2733 {
2734 areaDamage.Destroy();
2735 }
2736
2737 m_DamageTriggers.Remove( slot_name );
2738 }
2739 }
2740 }
2741
2742 override bool IsIgnoredByConstruction()
2743 {
2744 return true;
2745 }
2746
2747 //================================================================
2748 // SOUNDS
2749 //================================================================
2750 protected void SoundBuildStart( string part_name )
2751 {
2752 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2753 }
2754
2755 protected void SoundDismantleStart( string part_name )
2756 {
2757 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2758 }
2759
2760 protected void SoundDestroyStart( string part_name )
2761 {
2762 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2763 }
2764
2765 protected string GetBuildSoundByMaterial( string part_name )
2766 {
2767 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2768
2769 switch ( material_type )
2770 {
2771 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2772 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2773 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2774 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2775 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2776 }
2777
2778 return "";
2779 }
2780
2781 protected string GetDismantleSoundByMaterial( string part_name )
2782 {
2783 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2784
2785 switch ( material_type )
2786 {
2787 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2788 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2789 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2790 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2791 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2792 }
2793
2794 return "";
2795 }
2796
2797 //misc
2798 void CheckForHybridAttachments( EntityAI item, string slot_name )
2799 {
2800 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2801 {
2802 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2803 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2804 {
2805 SetHealth(slot_name,"Health",item.GetHealth());
2806 }
2807 }
2808 }
2809
2810 override int GetDamageSystemVersionChange()
2811 {
2812 return 111;
2813 }
2814
2815 override void SetActions()
2816 {
2817 super.SetActions();
2818
2822 }
2823
2824 protected void DestroyConstructedParts()
2825 {
2826 Construction construction = GetConstruction();
2827 if (!construction)
2828 return;
2829
2830 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2831 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2832 {
2833 ConstructionPart part = constructionParts.GetElement(i);
2834 if (part && part.IsBuilt() && !part.IsUtilityPart())
2835 {
2836 construction.DestroyPartServer(null, part.GetPartName(), -1);
2837 }
2838 }
2839 }
2840
2841 protected void HandleFallingForConstructedParts()
2842 {
2843 Construction construction = GetConstruction();
2844 if (!construction)
2845 return;
2846
2847 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2848 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2849 {
2850 ConstructionPart part = constructionParts.GetElement(i);
2851 if (part && part.IsBuilt() && !part.IsUtilityPart())
2852 {
2853 construction.HandleEntityFalling(part.GetPartName());
2854 }
2855 }
2856 }
2857
2859 override void OnItemFallRebuilding()
2860 {
2861 if (!g_Game.IsServer())
2862 return;
2863
2866
2867 if (DestroyOnFall())
2868 {
2870 {
2872 }
2873 else
2874 {
2876 {
2878 }
2879 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2880 }
2881 }
2882 }
2883
2885 {
2886 if (HasAnyAttachmentsOrCargo())
2887 {
2889 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2890 }
2891 }
2892
2893 //================================================================
2894 // DEBUG
2895 //================================================================
2896
2899 {
2900 return null;
2901 }
2902
2903 override void OnDebugSpawn()
2904 {
2905 FullyBuild();
2906 }
2907
2908 void FullyBuild()
2909 {
2911 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2912
2913 Man p;
2914
2915 #ifdef SERVER
2916 array<Man> players = new array<Man>;
2917 g_Game.GetWorld().GetPlayerList(players);
2918 if (players.Count())
2919 p = players[0];
2920 #else
2921 p = g_Game.GetPlayer();
2922 #endif
2923
2924 foreach (ConstructionPart part : parts)
2925 {
2926 bool excluded = false;
2927 string partName = part.GetPartName();
2928 if (excludes)
2929 {
2930 foreach (string exclude : excludes)
2931 {
2932 if (partName.Contains(exclude))
2933 {
2934 excluded = true;
2935 break;
2936 }
2937 }
2938 }
2939
2940 if (!excluded)
2941 {
2942 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2943 }
2944 }
2945
2946 GetConstruction().UpdateVisuals();
2947 }
2948
2950 //Deprecated code playpen//
2952 [Obsolete("handled in the Construction component directly")]
2953 protected void HandleItemFalling(ConstructionPart part)
2954 {
2955 }
2956
2957 [Obsolete("handled in the Construction component directly")]
2958 protected void ItemFall(vector min, vector max)
2959 {
2960 }
2961
2962 [Obsolete("obsolete debug method")]
2963 protected void DebugCustomState()
2964 {
2965 }
2966}
2967
2968void bsbDebugPrint (string s)
2969{
2970#ifdef BSB_DEBUG
2971 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2972#else
2973 //Print("" + s); // comment/uncomment to hide/see debug logs
2974#endif
2975}
2976void bsbDebugSpam (string s)
2977{
2978#ifdef BSB_DEBUG_SPAM
2979 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
2980#else
2981 //Print("" + s); // comment/uncomment to hide/see debug logs
2982#endif
2983}
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