DayZ 1.30
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◆ OnPartDestroyedServer()

void bsbDebugPrint::OnPartDestroyedServer ( Man player,
string part_name,
int action_id,
bool destroyed_by_connected_part = false )
protected

См. определение в файле BaseBuildingBase.c строка 1917

1919{
1920 const string ANIMATION_DEPLOYED = "Deployed";
1921
1922 float m_ConstructionKitHealth; //stored health value for used construction kit
1923
1924 bool m_HasBase;
1925 //variables for synchronization of base building parts (2x31 is the current limit)
1926 int m_SyncParts01; //synchronization for already built parts (31 parts)
1927 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1928 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1929 int m_InteractedPartId; //construction part id that an action was performed on
1930 int m_PerformedActionId; //action id that was performed on a construction part
1931 protected ref ConstructionBasic m_Construction;
1932
1933 //Sounds
1934 //build
1935 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1936 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1937 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1938 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1939 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1940 //dismantle
1941 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1942 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1943 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1944 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1945 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1946
1947 protected EffectSound m_Sound;
1948
1952
1953 // Constructor
1954 void BaseBuildingBase()
1955 {
1957
1958 //synchronized variables
1959 RegisterNetSyncVariableInt( "m_SyncParts01" );
1960 RegisterNetSyncVariableInt( "m_SyncParts02" );
1961 RegisterNetSyncVariableInt( "m_SyncParts03" );
1962 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1963 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1964 RegisterNetSyncVariableBool( "m_HasBase" );
1965
1966 //Construction init
1967 ConstructionInit();
1968
1969 if (ConfigIsExisting("hybridAttachments"))
1970 {
1972 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1973 }
1974 if (ConfigIsExisting("mountables"))
1975 {
1977 ConfigGetTextArray("mountables", m_Mountables);
1978 }
1979
1980 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1981 SetAllowDamage(true);
1982 }
1983
1984 override string GetInvulnerabilityTypeString()
1985 {
1986 return "disableBaseDamage";
1987 }
1988
1989 override bool CanObstruct()
1990 {
1991 return true;
1992 }
1993
1994 override int GetHideIconMask()
1995 {
1996 return EInventoryIconVisibility.HIDE_VICINITY;
1997 }
1998
1999 override void InitItemSounds()
2000 {
2001 super.InitItemSounds();
2002
2004 SoundParameters params = new SoundParameters();
2005 params.m_Loop = true;
2006
2007 if (GetFoldSoundset() != string.Empty)
2008 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2009 if (GetLoopFoldSoundset() != string.Empty)
2010 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2011 }
2012
2013 override string GetFoldSoundset()
2014 {
2015 return "putDown_FenceKit_SoundSet";
2016 }
2017
2018 override string GetLoopFoldSoundset()
2019 {
2020 return "Shelter_Site_Build_Loop_SoundSet";
2021 }
2022
2023 // --- SYNCHRONIZATION
2025 {
2026 if ( g_Game.IsServer() )
2027 {
2028 SetSynchDirty();
2029 }
2030 }
2031
2032 override void OnVariablesSynchronized()
2033 {
2034 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2035 super.OnVariablesSynchronized();
2036
2037 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2038 }
2039
2040 protected void OnSynchronizedClient()
2041 {
2042 //update parts
2044
2045 //update action on part
2047
2048 //update visuals (client)
2049 UpdateVisuals();
2050 }
2051
2052 //parts synchronization
2053 void RegisterPartForSync( int part_id )
2054 {
2055 //part_id must starts from index = 1
2056 int offset;
2057 int mask;
2058
2059 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2060 {
2061 offset = part_id - 1;
2062 mask = 1 << offset;
2063
2064 m_SyncParts01 = m_SyncParts01 | mask;
2065 }
2066 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2067 {
2068 offset = ( part_id % 32 );
2069 mask = 1 << offset;
2070
2071 m_SyncParts02 = m_SyncParts02 | mask;
2072 }
2073 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2074 {
2075 offset = ( part_id % 63 );
2076 mask = 1 << offset;
2077
2078 m_SyncParts03 = m_SyncParts03 | mask;
2079 }
2080 }
2081
2082 void UnregisterPartForSync( int part_id )
2083 {
2084 //part_id must starts from index = 1
2085 int offset;
2086 int mask;
2087
2088 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2089 {
2090 offset = part_id - 1;
2091 mask = 1 << offset;
2092
2093 m_SyncParts01 = m_SyncParts01 & ~mask;
2094 }
2095 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2096 {
2097 offset = ( part_id % 32 );
2098 mask = 1 << offset;
2099
2100 m_SyncParts02 = m_SyncParts02 & ~mask;
2101 }
2102 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2103 {
2104 offset = ( part_id % 63 );
2105 mask = 1 << offset;
2106
2107 m_SyncParts03 = m_SyncParts03 & ~mask;
2108 }
2109 }
2110
2111 bool IsPartBuildInSyncData( int part_id )
2112 {
2113 //part_id must starts from index = 1
2114 int offset;
2115 int mask;
2116
2117 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2118 {
2119 offset = part_id - 1;
2120 mask = 1 << offset;
2121
2122 if ( ( m_SyncParts01 & mask ) > 0 )
2123 {
2124 return true;
2125 }
2126 }
2127 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2128 {
2129 offset = ( part_id % 32 );
2130 mask = 1 << offset;
2131
2132 if ( ( m_SyncParts02 & mask ) > 0 )
2133 {
2134 return true;
2135 }
2136 }
2137 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2138 {
2139 offset = ( part_id % 63 );
2140 mask = 1 << offset;
2141
2142 if ( ( m_SyncParts03 & mask ) > 0 )
2143 {
2144 return true;
2145 }
2146 }
2147
2148 return false;
2149 }
2150
2151 protected void RegisterActionForSync( int part_id, int action_id )
2152 {
2153 m_InteractedPartId = part_id;
2154 m_PerformedActionId = action_id;
2155 }
2156
2157 protected void ResetActionSyncData()
2158 {
2159 //reset data
2160 m_InteractedPartId = -1;
2162 }
2163
2164 protected void SetActionFromSyncData()
2165 {
2166 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2167 {
2169 int build_action_id = m_PerformedActionId;
2170
2171 switch( build_action_id )
2172 {
2173 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2174 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2175 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2176 }
2177 }
2178 }
2179 //------
2180
2182 {
2183 string key = part.GetPartName();
2184 bool is_base = part.IsBase();
2185 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2186 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2187 if ( is_part_built_sync )
2188 {
2189 if ( !part.IsBuilt() )
2190 {
2191 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2192 GetConstruction().AddToConstructedParts( key );
2193 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2194
2195 if (is_base)
2196 {
2198 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2199 }
2200 }
2201 }
2202 else
2203 {
2204 if ( part.IsBuilt() )
2205 {
2206 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2207 GetConstruction().RemoveFromConstructedParts( key );
2208 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2209
2210 if (is_base)
2211 {
2213 AddProxyPhysics( ANIMATION_DEPLOYED );
2214 }
2215 }
2216 }
2217
2218 //check slot lock for material attachments
2219 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2220 }
2221
2222 //set construction parts based on synchronized data
2224 {
2225 Construction construction = GetConstruction();
2226 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2227
2228 for ( int i = 0; i < construction_parts.Count(); ++i )
2229 {
2230 string key = construction_parts.GetKey( i );
2231 ConstructionPart value = construction_parts.Get( key );
2232 SetPartFromSyncData(value);
2233 }
2234
2235 //regenerate navmesh
2236 UpdateNavmesh();
2237 }
2238
2239 protected ConstructionPart GetConstructionPartById( int id )
2240 {
2241 Construction construction = GetConstruction();
2242 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2243
2244 for ( int i = 0; i < construction_parts.Count(); ++i )
2245 {
2246 string key = construction_parts.GetKey( i );
2247 ConstructionPart value = construction_parts.Get( key );
2248
2249 if ( value.GetId() == id )
2250 {
2251 return value;
2252 }
2253 }
2254
2255 return NULL;
2256 }
2257 //
2258
2259 //Base
2260 bool HasBase()
2261 {
2262 return m_HasBase;
2263 }
2264
2265 void SetBaseState( bool has_base )
2266 {
2267 m_HasBase = has_base;
2268 }
2269
2270 override bool IsDeployable()
2271 {
2272 return true;
2273 }
2274
2275 bool IsOpened()
2276 {
2277 return false;
2278 }
2279
2280 //--- CONSTRUCTION KIT
2282 {
2283 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2284 if ( m_ConstructionKitHealth > 0 )
2285 {
2286 construction_kit.SetHealth( m_ConstructionKitHealth );
2287 }
2288
2289 return construction_kit;
2290 }
2291
2292 void CreateConstructionKitInHands(notnull PlayerBase player)
2293 {
2294 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2295 if ( m_ConstructionKitHealth > 0 )
2296 {
2297 construction_kit.SetHealth( m_ConstructionKitHealth );
2298 }
2299 }
2300
2301 protected vector GetKitSpawnPosition()
2302 {
2303 return GetPosition();
2304 }
2305
2306 protected string GetConstructionKitType()
2307 {
2308 return "";
2309 }
2310
2311 void DestroyConstructionKit( ItemBase construction_kit )
2312 {
2313 m_ConstructionKitHealth = construction_kit.GetHealth();
2314 g_Game.ObjectDelete( construction_kit );
2315 }
2316
2317 //--- CONSTRUCTION
2318 void DestroyConstruction()
2319 {
2320 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2321 g_Game.ObjectDelete( this );
2322 }
2323
2324 // --- EVENTS
2325 override void EEDelete(EntityAI parent)
2326 {
2327 super.EEDelete(parent);
2328
2329 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2330 {
2331 areaDamage.Destroy();
2332 }
2333
2334 }
2335
2336 override void OnStoreSave( ParamsWriteContext ctx )
2337 {
2338 super.OnStoreSave( ctx );
2339
2340 //sync parts 01
2341 ctx.Write( m_SyncParts01 );
2342 ctx.Write( m_SyncParts02 );
2343 ctx.Write( m_SyncParts03 );
2344
2345 ctx.Write( m_HasBase );
2346 }
2347
2348 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2349 {
2350 if ( !super.OnStoreLoad( ctx, version ) )
2351 return false;
2352
2353 //--- Base building data ---
2354 //Restore synced parts data
2355 if ( !ctx.Read( m_SyncParts01 ) )
2356 {
2357 m_SyncParts01 = 0; //set default
2358 return false;
2359 }
2360 if ( !ctx.Read( m_SyncParts02 ) )
2361 {
2362 m_SyncParts02 = 0; //set default
2363 return false;
2364 }
2365 if ( !ctx.Read( m_SyncParts03 ) )
2366 {
2367 m_SyncParts03 = 0; //set default
2368 return false;
2369 }
2370
2371 //has base
2372 if ( !ctx.Read( m_HasBase ) )
2373 {
2374 m_HasBase = false;
2375 return false;
2376 }
2377 //---
2378
2379 return true;
2380 }
2381
2382 override void AfterStoreLoad()
2383 {
2384 super.AfterStoreLoad();
2385
2387 {
2389 }
2390 }
2391
2393 {
2394 //update server data
2396
2397 //set base state
2398 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2399 SetBaseState( part.IsBuilt() ) ;
2400
2401 //synchronize after load
2403 }
2404
2405 override void OnCreatePhysics()
2406 {
2407 super.OnCreatePhysics();
2408
2409 ConstructionInit();
2411 }
2412
2413 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2414 {
2416 return;
2417
2418 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2419 }
2420
2421 override void EEOnAfterLoad()
2422 {
2424 {
2425 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2426 }
2427
2428 super.EEOnAfterLoad();
2429 }
2430
2431 override void EEItemAttached( EntityAI item, string slot_name )
2432 {
2433 super.EEItemAttached( item, slot_name );
2434
2435 CheckForHybridAttachments( item, slot_name );
2436 UpdateVisuals();
2437 UpdateAttachmentPhysics( slot_name, false );
2438 }
2439
2440 override void EEItemDetached( EntityAI item, string slot_name )
2441 {
2442 super.EEItemDetached( item, slot_name );
2443
2444 UpdateVisuals();
2445 UpdateAttachmentPhysics( slot_name, false );
2446 }
2447
2448 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2449 {
2450 string slot_name = InventorySlots.GetSlotName( slotId );
2451 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2452
2453 UpdateAttachmentVisuals( slot_name, locked );
2454 UpdateAttachmentPhysics( slot_name, locked );
2455 }
2456
2457 //ignore out of reach condition
2458 override bool IgnoreOutOfReachCondition()
2459 {
2460 return true;
2461 }
2462
2463 //CONSTRUCTION EVENTS
2464 //Build
2465 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2466 {
2467 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2468
2469 //check base state
2470 if (construtionPart.IsBase())
2471 {
2472 SetBaseState(true);
2473
2474 //spawn kit
2476 }
2477
2478 //register constructed parts for synchronization
2479 RegisterPartForSync(construtionPart.GetId());
2480
2481 //register action that was performed on part
2482 RegisterActionForSync(construtionPart.GetId(), action_id);
2483
2484 //synchronize
2486
2487 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2488
2489 UpdateNavmesh();
2490
2491 //update visuals
2492 UpdateVisuals();
2493
2494 //reset action sync data
2495 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2496 }
2497
2498 void OnPartBuiltClient(string part_name, int action_id)
2499 {
2500 //play sound
2501 SoundBuildStart( part_name );
2502 }
2503
2504 //Dismantle
2505 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2506 {
2507 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2508 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2509
2510 //register constructed parts for synchronization
2511 UnregisterPartForSync(construtionPart.GetId());
2512
2513 //register action that was performed on part
2514 RegisterActionForSync(construtionPart.GetId(), action_id);
2515
2516 //synchronize
2518
2519 // server part of sync, client will be synced from SetPartsFromSyncData
2520 SetPartFromSyncData(construtionPart);
2521
2522 UpdateNavmesh();
2523
2524 //update visuals
2525 UpdateVisuals();
2526
2527 //reset action sync data
2528 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2529
2530 //check base state
2531 if (construtionPart.IsBase())
2532 {
2533 //Destroy construction
2534 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2535 }
2536 }
2537
2538 void OnPartDismantledClient( string part_name, int action_id )
2539 {
2540 //play sound
2541 SoundDismantleStart( part_name );
2542 }
2543
2544 //Destroy
2545 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2546 {
2547 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2548 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2549
2550 //register constructed parts for synchronization
2551 UnregisterPartForSync(construtionPart.GetId());
2552
2553 //register action that was performed on part
2554 RegisterActionForSync(construtionPart.GetId(), action_id);
2555
2556 //synchronize
2558
2559 // server part of sync, client will be synced from SetPartsFromSyncData
2560 SetPartFromSyncData(construtionPart);
2561
2562 UpdateNavmesh();
2563
2564 //update visuals
2565 UpdateVisuals();
2566
2567 //reset action sync data
2568 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2569
2570 //check base state
2571 if (construtionPart.IsBase())
2572 {
2573 //Destroy construction
2574 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2575 }
2576 }
2577
2578 void OnPartDestroyedClient( string part_name, int action_id )
2579 {
2580 //play sound
2581 SoundDestroyStart( part_name );
2582 }
2583
2584 // --- UPDATE
2585 void InitBaseState()
2586 {
2587 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2588
2589 InitVisuals();
2590 UpdateNavmesh(); //regenerate navmesh
2591 }
2592
2593 void InitVisuals()
2594 {
2595 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2596 //check base
2597 if ( !HasBase() )
2598 {
2599 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2600 }
2601 else
2602 {
2603 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2604 }
2605
2606 GetConstruction().InitVisuals();
2607 }
2608
2609 void UpdateVisuals()
2610 {
2611 array<string> attachmentSlots = new array<string>;
2612
2613 GetAttachmentSlots(this, attachmentSlots);
2614 foreach (string slotName : attachmentSlots)
2615 {
2617 }
2618
2619 //check base
2620 if (!HasBase())
2621 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2622 else
2623 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2624
2625 GetConstruction().UpdateVisuals();
2626 }
2627
2628 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2629 {
2630 string slotNameMounted = slot_name + "_Mounted";
2631 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2632
2633 if (attachment)
2634 {
2635 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2636 if (barbedWire && barbedWire.IsMounted())
2637 CreateAreaDamage(slotNameMounted);
2638 else
2639 DestroyAreaDamage(slotNameMounted);
2640
2641 if (is_locked)
2642 {
2643 SetAnimationPhase(slotNameMounted, 0);
2644 SetAnimationPhase(slot_name, 1);
2645 }
2646 else
2647 {
2648 SetAnimationPhase(slotNameMounted, 1);
2649 SetAnimationPhase(slot_name, 0);
2650 }
2651 }
2652 else
2653 {
2654 SetAnimationPhase(slotNameMounted, 1);
2655 SetAnimationPhase(slot_name, 1);
2656
2657 DestroyAreaDamage(slotNameMounted);
2658 }
2659 }
2660
2661 // avoid calling this function on frequent occasions, it's a massive performance hit
2662 void UpdatePhysics()
2663 {
2665 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2666
2667 array<string> attachmentSlots = new array<string>;
2668 GetAttachmentSlots(this, attachmentSlots);
2669
2671 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2672
2673 foreach (string slotName : attachmentSlots)
2674 {
2676 }
2677
2678 //check base
2679 if (!HasBase())
2680 {
2682 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2683
2684 AddProxyPhysics(ANIMATION_DEPLOYED);
2685 }
2686 else
2687 {
2689 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2690
2691 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2692 }
2693
2694 GetConstruction().UpdatePhysics();
2695 UpdateNavmesh();
2696 }
2697
2698 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2699 {
2700 //checks for invalid appends; hotfix
2701 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2702 return;
2703 //----------------------------------
2704 string slot_name_mounted = slot_name + "_Mounted";
2705 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2706
2707 //remove proxy physics
2708 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2709 RemoveProxyPhysics( slot_name_mounted );
2710 RemoveProxyPhysics( slot_name );
2711
2712 if ( attachment )
2713 {
2714 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2715 if ( is_locked )
2716 {
2717 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2718 AddProxyPhysics( slot_name_mounted );
2719 }
2720 else
2721 {
2722 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2723 AddProxyPhysics( slot_name );
2724 }
2725 }
2726 }
2727
2728 protected void UpdateNavmesh()
2729 {
2730 SetAffectPathgraph( true, false );
2731 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2732 }
2733
2734 override bool CanUseConstruction()
2735 {
2736 return true;
2737 }
2738
2739 override bool CanUseConstructionBuild()
2740 {
2741 return true;
2742 }
2743
2744 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2745 {
2746 if ( attachment )
2747 {
2748 InventoryLocation inventory_location = new InventoryLocation;
2749 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2750
2751 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2752 }
2753
2754 return false;
2755 }
2756
2757 protected bool IsAttachmentSlotLocked( string slot_name )
2758 {
2759 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2760 }
2761
2762 //--- ATTACHMENT SLOTS
2763 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2764 {
2765 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2766 if ( g_Game.ConfigIsExisting( config_path ) )
2767 {
2768 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2769 }
2770 }
2771
2772 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2773 {
2774 return true;
2775 }
2776
2777 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2778 {
2779 return true;
2780 }
2781
2782 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2783 {
2784 return true;
2785 }
2786
2787 // --- INIT
2789 {
2790 m_Construction = new Construction(this);
2791 return m_Construction;
2792 }
2793
2795 {
2796 return m_Construction;
2797 }
2798
2800 {
2801 return Construction.Cast(m_Construction);
2802 }
2803
2805 {
2806 int attachment_count = GetInventory().AttachmentCount();
2807 if ( attachment_count > 0 )
2808 {
2809 if ( HasBase() && attachment_count == 1 )
2810 {
2811 return false;
2812 }
2813
2814 return true;
2815 }
2816
2817 return false;
2818 }
2819
2820 override bool ShowZonesHealth()
2821 {
2822 return true;
2823 }
2824
2825 override bool IsTakeable()
2826 {
2827 return false;
2828 }
2829
2830 //this into/outo parent.Cargo
2831 override bool CanPutInCargo( EntityAI parent )
2832 {
2833 return false;
2834 }
2835
2836 override bool CanRemoveFromCargo( EntityAI parent )
2837 {
2838 return false;
2839 }
2840
2841 //hands
2842 override bool CanPutIntoHands( EntityAI parent )
2843 {
2844 return false;
2845 }
2846
2847 //--- ACTION CONDITIONS
2848 //direction
2849 override bool IsFacingPlayer( PlayerBase player, string selection )
2850 {
2851 return true;
2852 }
2853
2854 override bool IsPlayerInside( PlayerBase player, string selection )
2855 {
2856 return true;
2857 }
2858
2861 {
2862 return false;
2863 }
2864
2865 //roof check
2866 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2867 {
2868 return false;
2869 }
2870
2871 //selection->player distance check
2872 bool HasProperDistance( string selection, PlayerBase player )
2873 {
2874 return true;
2875 }
2876
2877 //folding
2879 {
2880 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2881 {
2882 return false;
2883 }
2884
2885 return true;
2886 }
2887
2889 {
2892
2893 return item;
2894 }
2895
2896 //Damage triggers (barbed wire)
2897 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2898 {
2899 if ( g_Game && g_Game.IsServer() )
2900 {
2901 //destroy area damage if some already exists
2902 DestroyAreaDamage( slot_name );
2903
2904 //create new area damage
2906 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2907
2908 vector min_max[2];
2909 if ( MemoryPointExists( slot_name + "_min" ) )
2910 {
2911 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2912 }
2913 if ( MemoryPointExists( slot_name + "_max" ) )
2914 {
2915 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2916 }
2917
2918 //get proper trigger extents (min<max)
2919 vector extents[2];
2920 GetConstruction().GetTriggerExtents( min_max, extents );
2921
2922 //get box center
2923 vector center;
2924 center = GetConstruction().GetBoxCenter( min_max );
2925 center = ModelToWorld( center );
2926
2927 //rotate center if needed
2929 CalcDamageAreaRotation( rotation_angle, center, orientation );
2930
2931 areaDamage.SetExtents( extents[0], extents[1] );
2932 areaDamage.SetAreaPosition( center );
2933 areaDamage.SetAreaOrientation( orientation );
2934 areaDamage.SetLoopInterval( 1.0 );
2935 areaDamage.SetDeferDuration( 0.2 );
2936 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2937 areaDamage.SetAmmoName( "BarbedWireHit" );
2938 areaDamage.Spawn();
2939
2940 m_DamageTriggers.Insert( slot_name, areaDamage );
2941 }
2942 }
2943
2944 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2945 {
2946 if ( angle_deg != 0 )
2947 {
2948 //orientation
2949 orientation[0] = orientation[0] - angle_deg;
2950
2951 //center
2952 vector rotate_axis;
2953 if ( MemoryPointExists( "rotate_axis" ) )
2954 {
2955 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2956 }
2957 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];
2958 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];
2959 center[0] = r_center_x;
2960 center[2] = r_center_z;
2961 }
2962 }
2963
2964 void DestroyAreaDamage( string slot_name )
2965 {
2966 if (g_Game && g_Game.IsServer())
2967 {
2969 if (m_DamageTriggers.Find(slot_name, areaDamage))
2970 {
2971 if (areaDamage)
2972 {
2973 areaDamage.Destroy();
2974 }
2975
2976 m_DamageTriggers.Remove( slot_name );
2977 }
2978 }
2979 }
2980
2981 override bool IsIgnoredByConstruction()
2982 {
2983 return true;
2984 }
2985
2986 //================================================================
2987 // SOUNDS
2988 //================================================================
2989 protected void SoundBuildStart( string part_name )
2990 {
2991 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2992 }
2993
2994 protected void SoundDismantleStart( string part_name )
2995 {
2996 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2997 }
2998
2999 protected void SoundDestroyStart( string part_name )
3000 {
3001 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3002 }
3003
3004 protected string GetBuildSoundByMaterial( string part_name )
3005 {
3006 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3007
3008 switch ( material_type )
3009 {
3010 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3011 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3012 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3013 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3014 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3015 }
3016
3017 return "";
3018 }
3019
3020 protected string GetDismantleSoundByMaterial( string part_name )
3021 {
3022 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3023
3024 switch ( material_type )
3025 {
3026 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3027 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3028 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3029 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3030 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3031 }
3032
3033 return "";
3034 }
3035
3036 //misc
3037 void CheckForHybridAttachments( EntityAI item, string slot_name )
3038 {
3039 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3040 {
3041 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3042 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3043 {
3044 SetHealth(slot_name,"Health",item.GetHealth());
3045 }
3046 }
3047 }
3048
3049 override int GetDamageSystemVersionChange()
3050 {
3051 return 111;
3052 }
3053
3054 override void SetActions()
3055 {
3056 super.SetActions();
3057
3061 }
3062
3063 protected void DestroyConstructedParts()
3064 {
3065 Construction construction = GetConstruction();
3066 if (!construction)
3067 return;
3068
3069 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3070 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3071 {
3072 ConstructionPart part = constructionParts.GetElement(i);
3073 if (part && part.IsBuilt() && !part.IsUtilityPart())
3074 {
3075 construction.DestroyPartServer(null, part.GetPartName(), -1);
3076 }
3077 }
3078 }
3079
3080 protected void HandleFallingForConstructedParts()
3081 {
3082 Construction construction = GetConstruction();
3083 if (!construction)
3084 return;
3085
3086 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3087 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3088 {
3089 ConstructionPart part = constructionParts.GetElement(i);
3090 if (part && part.IsBuilt() && !part.IsUtilityPart())
3091 {
3092 construction.HandleEntityFalling(part.GetPartName());
3093 }
3094 }
3095 }
3096
3098 override void OnItemFallRebuilding()
3099 {
3100 if (!g_Game.IsServer())
3101 return;
3102
3105
3106 if (DestroyOnFall())
3107 {
3109 {
3111 }
3112 else
3113 {
3115 {
3117 }
3118 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3119 }
3120 }
3121 }
3122
3124 {
3125 if (HasAnyAttachmentsOrCargo())
3126 {
3128 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3129 }
3130 }
3131
3132 //================================================================
3133 // DEBUG
3134 //================================================================
3135
3138 {
3139 return null;
3140 }
3141
3142 override void OnDebugSpawn()
3143 {
3144 FullyBuild();
3145 }
3146
3147 void FullyBuild()
3148 {
3150 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3151
3152 Man p;
3153
3154 #ifdef SERVER
3155 array<Man> players = new array<Man>;
3156 g_Game.GetWorld().GetPlayerList(players);
3157 if (players.Count())
3158 p = players[0];
3159 #else
3160 p = g_Game.GetPlayer();
3161 #endif
3162
3163 foreach (ConstructionPart part : parts)
3164 {
3165 bool excluded = false;
3166 string partName = part.GetPartName();
3167 if (excludes)
3168 {
3169 foreach (string exclude : excludes)
3170 {
3171 if (partName.Contains(exclude))
3172 {
3173 excluded = true;
3174 break;
3175 }
3176 }
3177 }
3178
3179 if (!excluded)
3180 {
3181 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3182 }
3183 }
3184
3185 GetConstruction().UpdateVisuals();
3186 }
3187
3189 //Deprecated code playpen//
3191 [Obsolete("handled in the Construction component directly")]
3192 protected void HandleItemFalling(ConstructionPart part)
3193 {
3194 }
3195
3196 [Obsolete("handled in the Construction component directly")]
3197 protected void ItemFall(vector min, vector max)
3198 {
3199 }
3200
3201 [Obsolete("obsolete debug method")]
3202 protected void DebugCustomState()
3203 {
3204 }
3205}
3206
3207void bsbDebugPrint (string s)
3208{
3209#ifdef BSB_DEBUG
3210 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3211#else
3212 //Print("" + s); // comment/uncomment to hide/see debug logs
3213#endif
3214}
3215void bsbDebugSpam (string s)
3216{
3217#ifdef BSB_DEBUG_SPAM
3218 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3219#else
3220 //Print("" + s); // comment/uncomment to hide/see debug logs
3221#endif
3222}
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