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

◆ CheckLevelVerticalDistance()

bool bsbDebugPrint::CheckLevelVerticalDistance ( float max_dist,
string selection,
PlayerBase player )
protected

См. определение в файле BaseBuildingBase.c строка 2154

2156{
2157 const string ANIMATION_DEPLOYED = "Deployed";
2158
2159 float m_ConstructionKitHealth; //stored health value for used construction kit
2160
2161 bool m_HasBase;
2162 //variables for synchronization of base building parts (2x31 is the current limit)
2163 int m_SyncParts01; //synchronization for already built parts (31 parts)
2164 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2165 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2166 int m_InteractedPartId; //construction part id that an action was performed on
2167 int m_PerformedActionId; //action id that was performed on a construction part
2168 protected ref ConstructionBasic m_Construction;
2169
2170 //Sounds
2171 //build
2172 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2173 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2174 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2175 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2176 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2177 //dismantle
2178 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2179 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2180 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2181 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2182 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2183
2184 protected EffectSound m_Sound;
2185
2189
2190 // Constructor
2191 void BaseBuildingBase()
2192 {
2194
2195 //synchronized variables
2196 RegisterNetSyncVariableInt( "m_SyncParts01" );
2197 RegisterNetSyncVariableInt( "m_SyncParts02" );
2198 RegisterNetSyncVariableInt( "m_SyncParts03" );
2199 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2200 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2201 RegisterNetSyncVariableBool( "m_HasBase" );
2202
2203 //Construction init
2204 ConstructionInit();
2205
2206 if (ConfigIsExisting("hybridAttachments"))
2207 {
2209 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2210 }
2211 if (ConfigIsExisting("mountables"))
2212 {
2214 ConfigGetTextArray("mountables", m_Mountables);
2215 }
2216
2217 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2218 SetAllowDamage(true);
2219 }
2220
2221 override string GetInvulnerabilityTypeString()
2222 {
2223 return "disableBaseDamage";
2224 }
2225
2226 override bool CanObstruct()
2227 {
2228 return true;
2229 }
2230
2231 override int GetHideIconMask()
2232 {
2233 return EInventoryIconVisibility.HIDE_VICINITY;
2234 }
2235
2236 override void InitItemSounds()
2237 {
2238 super.InitItemSounds();
2239
2241 SoundParameters params = new SoundParameters();
2242 params.m_Loop = true;
2243
2244 if (GetFoldSoundset() != string.Empty)
2245 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2246 if (GetLoopFoldSoundset() != string.Empty)
2247 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2248 }
2249
2250 override string GetFoldSoundset()
2251 {
2252 return "putDown_FenceKit_SoundSet";
2253 }
2254
2255 override string GetLoopFoldSoundset()
2256 {
2257 return "Shelter_Site_Build_Loop_SoundSet";
2258 }
2259
2260 // --- SYNCHRONIZATION
2262 {
2263 if ( g_Game.IsServer() )
2264 {
2265 SetSynchDirty();
2266 }
2267 }
2268
2269 override void OnVariablesSynchronized()
2270 {
2271 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2272 super.OnVariablesSynchronized();
2273
2274 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2275 }
2276
2277 protected void OnSynchronizedClient()
2278 {
2279 //update parts
2281
2282 //update action on part
2284
2285 //update visuals (client)
2286 UpdateVisuals();
2287 }
2288
2289 //parts synchronization
2290 void RegisterPartForSync( int part_id )
2291 {
2292 //part_id must starts from index = 1
2293 int offset;
2294 int mask;
2295
2296 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2297 {
2298 offset = part_id - 1;
2299 mask = 1 << offset;
2300
2301 m_SyncParts01 = m_SyncParts01 | mask;
2302 }
2303 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2304 {
2305 offset = ( part_id % 32 );
2306 mask = 1 << offset;
2307
2308 m_SyncParts02 = m_SyncParts02 | mask;
2309 }
2310 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2311 {
2312 offset = ( part_id % 63 );
2313 mask = 1 << offset;
2314
2315 m_SyncParts03 = m_SyncParts03 | mask;
2316 }
2317 }
2318
2319 void UnregisterPartForSync( int part_id )
2320 {
2321 //part_id must starts from index = 1
2322 int offset;
2323 int mask;
2324
2325 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2326 {
2327 offset = part_id - 1;
2328 mask = 1 << offset;
2329
2330 m_SyncParts01 = m_SyncParts01 & ~mask;
2331 }
2332 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2333 {
2334 offset = ( part_id % 32 );
2335 mask = 1 << offset;
2336
2337 m_SyncParts02 = m_SyncParts02 & ~mask;
2338 }
2339 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2340 {
2341 offset = ( part_id % 63 );
2342 mask = 1 << offset;
2343
2344 m_SyncParts03 = m_SyncParts03 & ~mask;
2345 }
2346 }
2347
2348 bool IsPartBuildInSyncData( int part_id )
2349 {
2350 //part_id must starts from index = 1
2351 int offset;
2352 int mask;
2353
2354 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2355 {
2356 offset = part_id - 1;
2357 mask = 1 << offset;
2358
2359 if ( ( m_SyncParts01 & mask ) > 0 )
2360 {
2361 return true;
2362 }
2363 }
2364 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2365 {
2366 offset = ( part_id % 32 );
2367 mask = 1 << offset;
2368
2369 if ( ( m_SyncParts02 & mask ) > 0 )
2370 {
2371 return true;
2372 }
2373 }
2374 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2375 {
2376 offset = ( part_id % 63 );
2377 mask = 1 << offset;
2378
2379 if ( ( m_SyncParts03 & mask ) > 0 )
2380 {
2381 return true;
2382 }
2383 }
2384
2385 return false;
2386 }
2387
2388 protected void RegisterActionForSync( int part_id, int action_id )
2389 {
2390 m_InteractedPartId = part_id;
2391 m_PerformedActionId = action_id;
2392 }
2393
2394 protected void ResetActionSyncData()
2395 {
2396 //reset data
2397 m_InteractedPartId = -1;
2399 }
2400
2401 protected void SetActionFromSyncData()
2402 {
2403 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2404 {
2406 int build_action_id = m_PerformedActionId;
2407
2408 switch( build_action_id )
2409 {
2410 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2411 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2412 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2413 }
2414 }
2415 }
2416 //------
2417
2419 {
2420 string key = part.GetPartName();
2421 bool is_base = part.IsBase();
2422 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2423 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2424 if ( is_part_built_sync )
2425 {
2426 if ( !part.IsBuilt() )
2427 {
2428 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2429 GetConstruction().AddToConstructedParts( key );
2430 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2431
2432 if (is_base)
2433 {
2435 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2436 }
2437 }
2438 }
2439 else
2440 {
2441 if ( part.IsBuilt() )
2442 {
2443 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2444 GetConstruction().RemoveFromConstructedParts( key );
2445 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2446
2447 if (is_base)
2448 {
2450 AddProxyPhysics( ANIMATION_DEPLOYED );
2451 }
2452 }
2453 }
2454
2455 //check slot lock for material attachments
2456 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2457 }
2458
2459 //set construction parts based on synchronized data
2461 {
2462 Construction construction = GetConstruction();
2463 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2464
2465 for ( int i = 0; i < construction_parts.Count(); ++i )
2466 {
2467 string key = construction_parts.GetKey( i );
2468 ConstructionPart value = construction_parts.Get( key );
2469 SetPartFromSyncData(value);
2470 }
2471
2472 //regenerate navmesh
2473 UpdateNavmesh();
2474 }
2475
2476 protected ConstructionPart GetConstructionPartById( int id )
2477 {
2478 Construction construction = GetConstruction();
2479 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2480
2481 for ( int i = 0; i < construction_parts.Count(); ++i )
2482 {
2483 string key = construction_parts.GetKey( i );
2484 ConstructionPart value = construction_parts.Get( key );
2485
2486 if ( value.GetId() == id )
2487 {
2488 return value;
2489 }
2490 }
2491
2492 return NULL;
2493 }
2494 //
2495
2496 //Base
2497 bool HasBase()
2498 {
2499 return m_HasBase;
2500 }
2501
2502 void SetBaseState( bool has_base )
2503 {
2504 m_HasBase = has_base;
2505 }
2506
2507 override bool IsDeployable()
2508 {
2509 return true;
2510 }
2511
2512 bool IsOpened()
2513 {
2514 return false;
2515 }
2516
2517 //--- CONSTRUCTION KIT
2519 {
2520 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2521 if ( m_ConstructionKitHealth > 0 )
2522 {
2523 construction_kit.SetHealth( m_ConstructionKitHealth );
2524 }
2525
2526 return construction_kit;
2527 }
2528
2529 void CreateConstructionKitInHands(notnull PlayerBase player)
2530 {
2531 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2532 if ( m_ConstructionKitHealth > 0 )
2533 {
2534 construction_kit.SetHealth( m_ConstructionKitHealth );
2535 }
2536 }
2537
2538 protected vector GetKitSpawnPosition()
2539 {
2540 return GetPosition();
2541 }
2542
2543 protected string GetConstructionKitType()
2544 {
2545 return "";
2546 }
2547
2548 void DestroyConstructionKit( ItemBase construction_kit )
2549 {
2550 m_ConstructionKitHealth = construction_kit.GetHealth();
2551 g_Game.ObjectDelete( construction_kit );
2552 }
2553
2554 //--- CONSTRUCTION
2555 void DestroyConstruction()
2556 {
2557 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2558 g_Game.ObjectDelete( this );
2559 }
2560
2561 // --- EVENTS
2562 override void EEDelete(EntityAI parent)
2563 {
2564 super.EEDelete(parent);
2565
2566 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2567 {
2568 areaDamage.Destroy();
2569 }
2570
2571 }
2572
2573 override void OnStoreSave( ParamsWriteContext ctx )
2574 {
2575 super.OnStoreSave( ctx );
2576
2577 //sync parts 01
2578 ctx.Write( m_SyncParts01 );
2579 ctx.Write( m_SyncParts02 );
2580 ctx.Write( m_SyncParts03 );
2581
2582 ctx.Write( m_HasBase );
2583 }
2584
2585 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2586 {
2587 if ( !super.OnStoreLoad( ctx, version ) )
2588 return false;
2589
2590 //--- Base building data ---
2591 //Restore synced parts data
2592 if ( !ctx.Read( m_SyncParts01 ) )
2593 {
2594 m_SyncParts01 = 0; //set default
2595 return false;
2596 }
2597 if ( !ctx.Read( m_SyncParts02 ) )
2598 {
2599 m_SyncParts02 = 0; //set default
2600 return false;
2601 }
2602 if ( !ctx.Read( m_SyncParts03 ) )
2603 {
2604 m_SyncParts03 = 0; //set default
2605 return false;
2606 }
2607
2608 //has base
2609 if ( !ctx.Read( m_HasBase ) )
2610 {
2611 m_HasBase = false;
2612 return false;
2613 }
2614 //---
2615
2616 return true;
2617 }
2618
2619 override void AfterStoreLoad()
2620 {
2621 super.AfterStoreLoad();
2622
2624 {
2626 }
2627 }
2628
2630 {
2631 //update server data
2633
2634 //set base state
2635 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2636 SetBaseState( part.IsBuilt() ) ;
2637
2638 //synchronize after load
2640 }
2641
2642 override void OnCreatePhysics()
2643 {
2644 super.OnCreatePhysics();
2645
2646 ConstructionInit();
2648 }
2649
2650 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2651 {
2653 return;
2654
2655 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2656 }
2657
2658 override void EEOnAfterLoad()
2659 {
2661 {
2662 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2663 }
2664
2665 super.EEOnAfterLoad();
2666 }
2667
2668 override void EEItemAttached( EntityAI item, string slot_name )
2669 {
2670 super.EEItemAttached( item, slot_name );
2671
2672 CheckForHybridAttachments( item, slot_name );
2673 UpdateVisuals();
2674 UpdateAttachmentPhysics( slot_name, false );
2675 }
2676
2677 override void EEItemDetached( EntityAI item, string slot_name )
2678 {
2679 super.EEItemDetached( item, slot_name );
2680
2681 UpdateVisuals();
2682 UpdateAttachmentPhysics( slot_name, false );
2683 }
2684
2685 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2686 {
2687 string slot_name = InventorySlots.GetSlotName( slotId );
2688 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2689
2690 UpdateAttachmentVisuals( slot_name, locked );
2691 UpdateAttachmentPhysics( slot_name, locked );
2692 }
2693
2694 //ignore out of reach condition
2695 override bool IgnoreOutOfReachCondition()
2696 {
2697 return true;
2698 }
2699
2700 //CONSTRUCTION EVENTS
2701 //Build
2702 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2703 {
2704 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2705
2706 //check base state
2707 if (construtionPart.IsBase())
2708 {
2709 SetBaseState(true);
2710
2711 //spawn kit
2713 }
2714
2715 //register constructed parts for synchronization
2716 RegisterPartForSync(construtionPart.GetId());
2717
2718 //register action that was performed on part
2719 RegisterActionForSync(construtionPart.GetId(), action_id);
2720
2721 //synchronize
2723
2724 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2725
2726 UpdateNavmesh();
2727
2728 //update visuals
2729 UpdateVisuals();
2730
2731 //reset action sync data
2732 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2733 }
2734
2735 void OnPartBuiltClient(string part_name, int action_id)
2736 {
2737 //play sound
2738 SoundBuildStart( part_name );
2739 }
2740
2741 //Dismantle
2742 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2743 {
2744 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2745 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2746
2747 //register constructed parts for synchronization
2748 UnregisterPartForSync(construtionPart.GetId());
2749
2750 //register action that was performed on part
2751 RegisterActionForSync(construtionPart.GetId(), action_id);
2752
2753 //synchronize
2755
2756 // server part of sync, client will be synced from SetPartsFromSyncData
2757 SetPartFromSyncData(construtionPart);
2758
2759 UpdateNavmesh();
2760
2761 //update visuals
2762 UpdateVisuals();
2763
2764 //reset action sync data
2765 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2766
2767 //check base state
2768 if (construtionPart.IsBase())
2769 {
2770 //Destroy construction
2771 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2772 }
2773 }
2774
2775 void OnPartDismantledClient( string part_name, int action_id )
2776 {
2777 //play sound
2778 SoundDismantleStart( part_name );
2779 }
2780
2781 //Destroy
2782 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2783 {
2784 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2785 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2786
2787 //register constructed parts for synchronization
2788 UnregisterPartForSync(construtionPart.GetId());
2789
2790 //register action that was performed on part
2791 RegisterActionForSync(construtionPart.GetId(), action_id);
2792
2793 //synchronize
2795
2796 // server part of sync, client will be synced from SetPartsFromSyncData
2797 SetPartFromSyncData(construtionPart);
2798
2799 UpdateNavmesh();
2800
2801 //update visuals
2802 UpdateVisuals();
2803
2804 //reset action sync data
2805 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2806
2807 //check base state
2808 if (construtionPart.IsBase())
2809 {
2810 //Destroy construction
2811 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2812 }
2813 }
2814
2815 void OnPartDestroyedClient( string part_name, int action_id )
2816 {
2817 //play sound
2818 SoundDestroyStart( part_name );
2819 }
2820
2821 // --- UPDATE
2822 void InitBaseState()
2823 {
2824 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2825
2826 InitVisuals();
2827 UpdateNavmesh(); //regenerate navmesh
2828 }
2829
2830 void InitVisuals()
2831 {
2832 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2833 //check base
2834 if ( !HasBase() )
2835 {
2836 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2837 }
2838 else
2839 {
2840 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2841 }
2842
2843 GetConstruction().InitVisuals();
2844 }
2845
2846 void UpdateVisuals()
2847 {
2848 array<string> attachmentSlots = new array<string>;
2849
2850 GetAttachmentSlots(this, attachmentSlots);
2851 foreach (string slotName : attachmentSlots)
2852 {
2854 }
2855
2856 //check base
2857 if (!HasBase())
2858 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2859 else
2860 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2861
2862 GetConstruction().UpdateVisuals();
2863 }
2864
2865 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2866 {
2867 string slotNameMounted = slot_name + "_Mounted";
2868 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2869
2870 if (attachment)
2871 {
2872 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2873 if (barbedWire && barbedWire.IsMounted())
2874 CreateAreaDamage(slotNameMounted);
2875 else
2876 DestroyAreaDamage(slotNameMounted);
2877
2878 if (is_locked)
2879 {
2880 SetAnimationPhase(slotNameMounted, 0);
2881 SetAnimationPhase(slot_name, 1);
2882 }
2883 else
2884 {
2885 SetAnimationPhase(slotNameMounted, 1);
2886 SetAnimationPhase(slot_name, 0);
2887 }
2888 }
2889 else
2890 {
2891 SetAnimationPhase(slotNameMounted, 1);
2892 SetAnimationPhase(slot_name, 1);
2893
2894 DestroyAreaDamage(slotNameMounted);
2895 }
2896 }
2897
2898 // avoid calling this function on frequent occasions, it's a massive performance hit
2899 void UpdatePhysics()
2900 {
2902 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2903
2904 array<string> attachmentSlots = new array<string>;
2905 GetAttachmentSlots(this, attachmentSlots);
2906
2908 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2909
2910 foreach (string slotName : attachmentSlots)
2911 {
2913 }
2914
2915 //check base
2916 if (!HasBase())
2917 {
2919 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2920
2921 AddProxyPhysics(ANIMATION_DEPLOYED);
2922 }
2923 else
2924 {
2926 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2927
2928 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2929 }
2930
2931 GetConstruction().UpdatePhysics();
2932 UpdateNavmesh();
2933 }
2934
2935 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2936 {
2937 //checks for invalid appends; hotfix
2938 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2939 return;
2940 //----------------------------------
2941 string slot_name_mounted = slot_name + "_Mounted";
2942 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2943
2944 //remove proxy physics
2945 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2946 RemoveProxyPhysics( slot_name_mounted );
2947 RemoveProxyPhysics( slot_name );
2948
2949 if ( attachment )
2950 {
2951 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2952 if ( is_locked )
2953 {
2954 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2955 AddProxyPhysics( slot_name_mounted );
2956 }
2957 else
2958 {
2959 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2960 AddProxyPhysics( slot_name );
2961 }
2962 }
2963 }
2964
2965 protected void UpdateNavmesh()
2966 {
2967 SetAffectPathgraph( true, false );
2968 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2969 }
2970
2971 override bool CanUseConstruction()
2972 {
2973 return true;
2974 }
2975
2976 override bool CanUseConstructionBuild()
2977 {
2978 return true;
2979 }
2980
2981 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2982 {
2983 if ( attachment )
2984 {
2985 InventoryLocation inventory_location = new InventoryLocation;
2986 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2987
2988 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2989 }
2990
2991 return false;
2992 }
2993
2994 protected bool IsAttachmentSlotLocked( string slot_name )
2995 {
2996 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2997 }
2998
2999 //--- ATTACHMENT SLOTS
3000 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3001 {
3002 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3003 if ( g_Game.ConfigIsExisting( config_path ) )
3004 {
3005 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3006 }
3007 }
3008
3009 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3010 {
3011 return true;
3012 }
3013
3014 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3015 {
3016 return true;
3017 }
3018
3019 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3020 {
3021 return true;
3022 }
3023
3024 // --- INIT
3026 {
3027 m_Construction = new Construction(this);
3028 return m_Construction;
3029 }
3030
3032 {
3033 return m_Construction;
3034 }
3035
3037 {
3038 return Construction.Cast(m_Construction);
3039 }
3040
3042 {
3043 int attachment_count = GetInventory().AttachmentCount();
3044 if ( attachment_count > 0 )
3045 {
3046 if ( HasBase() && attachment_count == 1 )
3047 {
3048 return false;
3049 }
3050
3051 return true;
3052 }
3053
3054 return false;
3055 }
3056
3057 override bool ShowZonesHealth()
3058 {
3059 return true;
3060 }
3061
3062 override bool IsTakeable()
3063 {
3064 return false;
3065 }
3066
3067 //this into/outo parent.Cargo
3068 override bool CanPutInCargo( EntityAI parent )
3069 {
3070 return false;
3071 }
3072
3073 override bool CanRemoveFromCargo( EntityAI parent )
3074 {
3075 return false;
3076 }
3077
3078 //hands
3079 override bool CanPutIntoHands( EntityAI parent )
3080 {
3081 return false;
3082 }
3083
3084 //--- ACTION CONDITIONS
3085 //direction
3086 override bool IsFacingPlayer( PlayerBase player, string selection )
3087 {
3088 return true;
3089 }
3090
3091 override bool IsPlayerInside( PlayerBase player, string selection )
3092 {
3093 return true;
3094 }
3095
3098 {
3099 return false;
3100 }
3101
3102 //roof check
3103 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3104 {
3105 return false;
3106 }
3107
3108 //selection->player distance check
3109 bool HasProperDistance( string selection, PlayerBase player )
3110 {
3111 return true;
3112 }
3113
3114 //folding
3116 {
3117 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3118 {
3119 return false;
3120 }
3121
3122 return true;
3123 }
3124
3126 {
3129
3130 return item;
3131 }
3132
3133 //Damage triggers (barbed wire)
3134 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3135 {
3136 if ( g_Game && g_Game.IsServer() )
3137 {
3138 //destroy area damage if some already exists
3139 DestroyAreaDamage( slot_name );
3140
3141 //create new area damage
3143 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3144
3145 vector min_max[2];
3146 if ( MemoryPointExists( slot_name + "_min" ) )
3147 {
3148 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3149 }
3150 if ( MemoryPointExists( slot_name + "_max" ) )
3151 {
3152 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3153 }
3154
3155 //get proper trigger extents (min<max)
3156 vector extents[2];
3157 GetConstruction().GetTriggerExtents( min_max, extents );
3158
3159 //get box center
3160 vector center;
3161 center = GetConstruction().GetBoxCenter( min_max );
3162 center = ModelToWorld( center );
3163
3164 //rotate center if needed
3166 CalcDamageAreaRotation( rotation_angle, center, orientation );
3167
3168 areaDamage.SetExtents( extents[0], extents[1] );
3169 areaDamage.SetAreaPosition( center );
3170 areaDamage.SetAreaOrientation( orientation );
3171 areaDamage.SetLoopInterval( 1.0 );
3172 areaDamage.SetDeferDuration( 0.2 );
3173 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3174 areaDamage.SetAmmoName( "BarbedWireHit" );
3175 areaDamage.Spawn();
3176
3177 m_DamageTriggers.Insert( slot_name, areaDamage );
3178 }
3179 }
3180
3181 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3182 {
3183 if ( angle_deg != 0 )
3184 {
3185 //orientation
3186 orientation[0] = orientation[0] - angle_deg;
3187
3188 //center
3189 vector rotate_axis;
3190 if ( MemoryPointExists( "rotate_axis" ) )
3191 {
3192 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3193 }
3194 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];
3195 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];
3196 center[0] = r_center_x;
3197 center[2] = r_center_z;
3198 }
3199 }
3200
3201 void DestroyAreaDamage( string slot_name )
3202 {
3203 if (g_Game && g_Game.IsServer())
3204 {
3206 if (m_DamageTriggers.Find(slot_name, areaDamage))
3207 {
3208 if (areaDamage)
3209 {
3210 areaDamage.Destroy();
3211 }
3212
3213 m_DamageTriggers.Remove( slot_name );
3214 }
3215 }
3216 }
3217
3218 override bool IsIgnoredByConstruction()
3219 {
3220 return true;
3221 }
3222
3223 //================================================================
3224 // SOUNDS
3225 //================================================================
3226 protected void SoundBuildStart( string part_name )
3227 {
3228 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3229 }
3230
3231 protected void SoundDismantleStart( string part_name )
3232 {
3233 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3234 }
3235
3236 protected void SoundDestroyStart( string part_name )
3237 {
3238 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3239 }
3240
3241 protected string GetBuildSoundByMaterial( string part_name )
3242 {
3243 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3244
3245 switch ( material_type )
3246 {
3247 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3248 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3249 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3250 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3251 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3252 }
3253
3254 return "";
3255 }
3256
3257 protected string GetDismantleSoundByMaterial( string part_name )
3258 {
3259 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3260
3261 switch ( material_type )
3262 {
3263 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3264 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3265 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3266 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3267 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3268 }
3269
3270 return "";
3271 }
3272
3273 //misc
3274 void CheckForHybridAttachments( EntityAI item, string slot_name )
3275 {
3276 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3277 {
3278 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3279 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3280 {
3281 SetHealth(slot_name,"Health",item.GetHealth());
3282 }
3283 }
3284 }
3285
3286 override int GetDamageSystemVersionChange()
3287 {
3288 return 111;
3289 }
3290
3291 override void SetActions()
3292 {
3293 super.SetActions();
3294
3298 }
3299
3300 protected void DestroyConstructedParts()
3301 {
3302 Construction construction = GetConstruction();
3303 if (!construction)
3304 return;
3305
3306 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3307 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3308 {
3309 ConstructionPart part = constructionParts.GetElement(i);
3310 if (part && part.IsBuilt() && !part.IsUtilityPart())
3311 {
3312 construction.DestroyPartServer(null, part.GetPartName(), -1);
3313 }
3314 }
3315 }
3316
3317 protected void HandleFallingForConstructedParts()
3318 {
3319 Construction construction = GetConstruction();
3320 if (!construction)
3321 return;
3322
3323 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3324 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3325 {
3326 ConstructionPart part = constructionParts.GetElement(i);
3327 if (part && part.IsBuilt() && !part.IsUtilityPart())
3328 {
3329 construction.HandleEntityFalling(part.GetPartName());
3330 }
3331 }
3332 }
3333
3335 override void OnItemFallRebuilding()
3336 {
3337 if (!g_Game.IsServer())
3338 return;
3339
3342
3343 if (DestroyOnFall())
3344 {
3346 {
3348 }
3349 else
3350 {
3352 {
3354 }
3355 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3356 }
3357 }
3358 }
3359
3361 {
3362 if (HasAnyAttachmentsOrCargo())
3363 {
3365 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3366 }
3367 }
3368
3369 //================================================================
3370 // DEBUG
3371 //================================================================
3372
3375 {
3376 return null;
3377 }
3378
3379 override void OnDebugSpawn()
3380 {
3381 FullyBuild();
3382 }
3383
3384 void FullyBuild()
3385 {
3387 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3388
3389 Man p;
3390
3391 #ifdef SERVER
3392 array<Man> players = new array<Man>;
3393 g_Game.GetWorld().GetPlayerList(players);
3394 if (players.Count())
3395 p = players[0];
3396 #else
3397 p = g_Game.GetPlayer();
3398 #endif
3399
3400 foreach (ConstructionPart part : parts)
3401 {
3402 bool excluded = false;
3403 string partName = part.GetPartName();
3404 if (excludes)
3405 {
3406 foreach (string exclude : excludes)
3407 {
3408 if (partName.Contains(exclude))
3409 {
3410 excluded = true;
3411 break;
3412 }
3413 }
3414 }
3415
3416 if (!excluded)
3417 {
3418 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3419 }
3420 }
3421
3422 GetConstruction().UpdateVisuals();
3423 }
3424
3426 //Deprecated code playpen//
3428 [Obsolete("handled in the Construction component directly")]
3429 protected void HandleItemFalling(ConstructionPart part)
3430 {
3431 }
3432
3433 [Obsolete("handled in the Construction component directly")]
3434 protected void ItemFall(vector min, vector max)
3435 {
3436 }
3437
3438 [Obsolete("obsolete debug method")]
3439 protected void DebugCustomState()
3440 {
3441 }
3442}
3443
3444void bsbDebugPrint (string s)
3445{
3446#ifdef BSB_DEBUG
3447 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3448#else
3449 //Print("" + s); // comment/uncomment to hide/see debug logs
3450#endif
3451}
3452void bsbDebugSpam (string s)
3453{
3454#ifdef BSB_DEBUG_SPAM
3455 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3456#else
3457 //Print("" + s); // comment/uncomment to hide/see debug logs
3458#endif
3459}
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