DayZ 1.30
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◆ CanFoldBaseBuildingObject()

bool bsbDebugPrint::CanFoldBaseBuildingObject ( )
protected

См. определение в файле BaseBuildingBase.c строка 2250

2252{
2253 const string ANIMATION_DEPLOYED = "Deployed";
2254
2255 float m_ConstructionKitHealth; //stored health value for used construction kit
2256
2257 bool m_HasBase;
2258 //variables for synchronization of base building parts (2x31 is the current limit)
2259 int m_SyncParts01; //synchronization for already built parts (31 parts)
2260 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2261 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2262 int m_InteractedPartId; //construction part id that an action was performed on
2263 int m_PerformedActionId; //action id that was performed on a construction part
2264 protected ref ConstructionBasic m_Construction;
2265
2266 //Sounds
2267 //build
2268 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2269 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2270 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2271 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2272 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2273 //dismantle
2274 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2275 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2276 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2277 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2278 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2279
2280 protected EffectSound m_Sound;
2281
2285
2286 // Constructor
2287 void BaseBuildingBase()
2288 {
2290
2291 //synchronized variables
2292 RegisterNetSyncVariableInt( "m_SyncParts01" );
2293 RegisterNetSyncVariableInt( "m_SyncParts02" );
2294 RegisterNetSyncVariableInt( "m_SyncParts03" );
2295 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2296 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2297 RegisterNetSyncVariableBool( "m_HasBase" );
2298
2299 //Construction init
2300 ConstructionInit();
2301
2302 if (ConfigIsExisting("hybridAttachments"))
2303 {
2305 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2306 }
2307 if (ConfigIsExisting("mountables"))
2308 {
2310 ConfigGetTextArray("mountables", m_Mountables);
2311 }
2312
2313 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2314 SetAllowDamage(true);
2315 }
2316
2317 override string GetInvulnerabilityTypeString()
2318 {
2319 return "disableBaseDamage";
2320 }
2321
2322 override bool CanObstruct()
2323 {
2324 return true;
2325 }
2326
2327 override int GetHideIconMask()
2328 {
2329 return EInventoryIconVisibility.HIDE_VICINITY;
2330 }
2331
2332 override void InitItemSounds()
2333 {
2334 super.InitItemSounds();
2335
2337 SoundParameters params = new SoundParameters();
2338 params.m_Loop = true;
2339
2340 if (GetFoldSoundset() != string.Empty)
2341 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2342 if (GetLoopFoldSoundset() != string.Empty)
2343 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2344 }
2345
2346 override string GetFoldSoundset()
2347 {
2348 return "putDown_FenceKit_SoundSet";
2349 }
2350
2351 override string GetLoopFoldSoundset()
2352 {
2353 return "Shelter_Site_Build_Loop_SoundSet";
2354 }
2355
2356 // --- SYNCHRONIZATION
2358 {
2359 if ( g_Game.IsServer() )
2360 {
2361 SetSynchDirty();
2362 }
2363 }
2364
2365 override void OnVariablesSynchronized()
2366 {
2367 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2368 super.OnVariablesSynchronized();
2369
2370 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2371 }
2372
2373 protected void OnSynchronizedClient()
2374 {
2375 //update parts
2377
2378 //update action on part
2380
2381 //update visuals (client)
2382 UpdateVisuals();
2383 }
2384
2385 //parts synchronization
2386 void RegisterPartForSync( int part_id )
2387 {
2388 //part_id must starts from index = 1
2389 int offset;
2390 int mask;
2391
2392 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2393 {
2394 offset = part_id - 1;
2395 mask = 1 << offset;
2396
2397 m_SyncParts01 = m_SyncParts01 | mask;
2398 }
2399 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2400 {
2401 offset = ( part_id % 32 );
2402 mask = 1 << offset;
2403
2404 m_SyncParts02 = m_SyncParts02 | mask;
2405 }
2406 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2407 {
2408 offset = ( part_id % 63 );
2409 mask = 1 << offset;
2410
2411 m_SyncParts03 = m_SyncParts03 | mask;
2412 }
2413 }
2414
2415 void UnregisterPartForSync( int part_id )
2416 {
2417 //part_id must starts from index = 1
2418 int offset;
2419 int mask;
2420
2421 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2422 {
2423 offset = part_id - 1;
2424 mask = 1 << offset;
2425
2426 m_SyncParts01 = m_SyncParts01 & ~mask;
2427 }
2428 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2429 {
2430 offset = ( part_id % 32 );
2431 mask = 1 << offset;
2432
2433 m_SyncParts02 = m_SyncParts02 & ~mask;
2434 }
2435 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2436 {
2437 offset = ( part_id % 63 );
2438 mask = 1 << offset;
2439
2440 m_SyncParts03 = m_SyncParts03 & ~mask;
2441 }
2442 }
2443
2444 bool IsPartBuildInSyncData( int part_id )
2445 {
2446 //part_id must starts from index = 1
2447 int offset;
2448 int mask;
2449
2450 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2451 {
2452 offset = part_id - 1;
2453 mask = 1 << offset;
2454
2455 if ( ( m_SyncParts01 & mask ) > 0 )
2456 {
2457 return true;
2458 }
2459 }
2460 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2461 {
2462 offset = ( part_id % 32 );
2463 mask = 1 << offset;
2464
2465 if ( ( m_SyncParts02 & mask ) > 0 )
2466 {
2467 return true;
2468 }
2469 }
2470 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2471 {
2472 offset = ( part_id % 63 );
2473 mask = 1 << offset;
2474
2475 if ( ( m_SyncParts03 & mask ) > 0 )
2476 {
2477 return true;
2478 }
2479 }
2480
2481 return false;
2482 }
2483
2484 protected void RegisterActionForSync( int part_id, int action_id )
2485 {
2486 m_InteractedPartId = part_id;
2487 m_PerformedActionId = action_id;
2488 }
2489
2490 protected void ResetActionSyncData()
2491 {
2492 //reset data
2493 m_InteractedPartId = -1;
2495 }
2496
2497 protected void SetActionFromSyncData()
2498 {
2499 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2500 {
2502 int build_action_id = m_PerformedActionId;
2503
2504 switch( build_action_id )
2505 {
2506 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2507 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2508 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2509 }
2510 }
2511 }
2512 //------
2513
2515 {
2516 string key = part.GetPartName();
2517 bool is_base = part.IsBase();
2518 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2519 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2520 if ( is_part_built_sync )
2521 {
2522 if ( !part.IsBuilt() )
2523 {
2524 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2525 GetConstruction().AddToConstructedParts( key );
2526 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2527
2528 if (is_base)
2529 {
2531 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2532 }
2533 }
2534 }
2535 else
2536 {
2537 if ( part.IsBuilt() )
2538 {
2539 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2540 GetConstruction().RemoveFromConstructedParts( key );
2541 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2542
2543 if (is_base)
2544 {
2546 AddProxyPhysics( ANIMATION_DEPLOYED );
2547 }
2548 }
2549 }
2550
2551 //check slot lock for material attachments
2552 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2553 }
2554
2555 //set construction parts based on synchronized data
2557 {
2558 Construction construction = GetConstruction();
2559 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2560
2561 for ( int i = 0; i < construction_parts.Count(); ++i )
2562 {
2563 string key = construction_parts.GetKey( i );
2564 ConstructionPart value = construction_parts.Get( key );
2565 SetPartFromSyncData(value);
2566 }
2567
2568 //regenerate navmesh
2569 UpdateNavmesh();
2570 }
2571
2572 protected ConstructionPart GetConstructionPartById( int id )
2573 {
2574 Construction construction = GetConstruction();
2575 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2576
2577 for ( int i = 0; i < construction_parts.Count(); ++i )
2578 {
2579 string key = construction_parts.GetKey( i );
2580 ConstructionPart value = construction_parts.Get( key );
2581
2582 if ( value.GetId() == id )
2583 {
2584 return value;
2585 }
2586 }
2587
2588 return NULL;
2589 }
2590 //
2591
2592 //Base
2593 bool HasBase()
2594 {
2595 return m_HasBase;
2596 }
2597
2598 void SetBaseState( bool has_base )
2599 {
2600 m_HasBase = has_base;
2601 }
2602
2603 override bool IsDeployable()
2604 {
2605 return true;
2606 }
2607
2608 bool IsOpened()
2609 {
2610 return false;
2611 }
2612
2613 //--- CONSTRUCTION KIT
2615 {
2616 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2617 if ( m_ConstructionKitHealth > 0 )
2618 {
2619 construction_kit.SetHealth( m_ConstructionKitHealth );
2620 }
2621
2622 return construction_kit;
2623 }
2624
2625 void CreateConstructionKitInHands(notnull PlayerBase player)
2626 {
2627 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2628 if ( m_ConstructionKitHealth > 0 )
2629 {
2630 construction_kit.SetHealth( m_ConstructionKitHealth );
2631 }
2632 }
2633
2634 protected vector GetKitSpawnPosition()
2635 {
2636 return GetPosition();
2637 }
2638
2639 protected string GetConstructionKitType()
2640 {
2641 return "";
2642 }
2643
2644 void DestroyConstructionKit( ItemBase construction_kit )
2645 {
2646 m_ConstructionKitHealth = construction_kit.GetHealth();
2647 g_Game.ObjectDelete( construction_kit );
2648 }
2649
2650 //--- CONSTRUCTION
2651 void DestroyConstruction()
2652 {
2653 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2654 g_Game.ObjectDelete( this );
2655 }
2656
2657 // --- EVENTS
2658 override void EEDelete(EntityAI parent)
2659 {
2660 super.EEDelete(parent);
2661
2662 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2663 {
2664 areaDamage.Destroy();
2665 }
2666
2667 }
2668
2669 override void OnStoreSave( ParamsWriteContext ctx )
2670 {
2671 super.OnStoreSave( ctx );
2672
2673 //sync parts 01
2674 ctx.Write( m_SyncParts01 );
2675 ctx.Write( m_SyncParts02 );
2676 ctx.Write( m_SyncParts03 );
2677
2678 ctx.Write( m_HasBase );
2679 }
2680
2681 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2682 {
2683 if ( !super.OnStoreLoad( ctx, version ) )
2684 return false;
2685
2686 //--- Base building data ---
2687 //Restore synced parts data
2688 if ( !ctx.Read( m_SyncParts01 ) )
2689 {
2690 m_SyncParts01 = 0; //set default
2691 return false;
2692 }
2693 if ( !ctx.Read( m_SyncParts02 ) )
2694 {
2695 m_SyncParts02 = 0; //set default
2696 return false;
2697 }
2698 if ( !ctx.Read( m_SyncParts03 ) )
2699 {
2700 m_SyncParts03 = 0; //set default
2701 return false;
2702 }
2703
2704 //has base
2705 if ( !ctx.Read( m_HasBase ) )
2706 {
2707 m_HasBase = false;
2708 return false;
2709 }
2710 //---
2711
2712 return true;
2713 }
2714
2715 override void AfterStoreLoad()
2716 {
2717 super.AfterStoreLoad();
2718
2720 {
2722 }
2723 }
2724
2726 {
2727 //update server data
2729
2730 //set base state
2731 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2732 SetBaseState( part.IsBuilt() ) ;
2733
2734 //synchronize after load
2736 }
2737
2738 override void OnCreatePhysics()
2739 {
2740 super.OnCreatePhysics();
2741
2742 ConstructionInit();
2744 }
2745
2746 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2747 {
2749 return;
2750
2751 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2752 }
2753
2754 override void EEOnAfterLoad()
2755 {
2757 {
2758 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2759 }
2760
2761 super.EEOnAfterLoad();
2762 }
2763
2764 override void EEItemAttached( EntityAI item, string slot_name )
2765 {
2766 super.EEItemAttached( item, slot_name );
2767
2768 CheckForHybridAttachments( item, slot_name );
2769 UpdateVisuals();
2770 UpdateAttachmentPhysics( slot_name, false );
2771 }
2772
2773 override void EEItemDetached( EntityAI item, string slot_name )
2774 {
2775 super.EEItemDetached( item, slot_name );
2776
2777 UpdateVisuals();
2778 UpdateAttachmentPhysics( slot_name, false );
2779 }
2780
2781 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2782 {
2783 string slot_name = InventorySlots.GetSlotName( slotId );
2784 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2785
2786 UpdateAttachmentVisuals( slot_name, locked );
2787 UpdateAttachmentPhysics( slot_name, locked );
2788 }
2789
2790 //ignore out of reach condition
2791 override bool IgnoreOutOfReachCondition()
2792 {
2793 return true;
2794 }
2795
2796 //CONSTRUCTION EVENTS
2797 //Build
2798 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2799 {
2800 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2801
2802 //check base state
2803 if (construtionPart.IsBase())
2804 {
2805 SetBaseState(true);
2806
2807 //spawn kit
2809 }
2810
2811 //register constructed parts for synchronization
2812 RegisterPartForSync(construtionPart.GetId());
2813
2814 //register action that was performed on part
2815 RegisterActionForSync(construtionPart.GetId(), action_id);
2816
2817 //synchronize
2819
2820 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2821
2822 UpdateNavmesh();
2823
2824 //update visuals
2825 UpdateVisuals();
2826
2827 //reset action sync data
2828 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2829 }
2830
2831 void OnPartBuiltClient(string part_name, int action_id)
2832 {
2833 //play sound
2834 SoundBuildStart( part_name );
2835 }
2836
2837 //Dismantle
2838 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2839 {
2840 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2841 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2842
2843 //register constructed parts for synchronization
2844 UnregisterPartForSync(construtionPart.GetId());
2845
2846 //register action that was performed on part
2847 RegisterActionForSync(construtionPart.GetId(), action_id);
2848
2849 //synchronize
2851
2852 // server part of sync, client will be synced from SetPartsFromSyncData
2853 SetPartFromSyncData(construtionPart);
2854
2855 UpdateNavmesh();
2856
2857 //update visuals
2858 UpdateVisuals();
2859
2860 //reset action sync data
2861 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2862
2863 //check base state
2864 if (construtionPart.IsBase())
2865 {
2866 //Destroy construction
2867 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2868 }
2869 }
2870
2871 void OnPartDismantledClient( string part_name, int action_id )
2872 {
2873 //play sound
2874 SoundDismantleStart( part_name );
2875 }
2876
2877 //Destroy
2878 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2879 {
2880 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2881 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2882
2883 //register constructed parts for synchronization
2884 UnregisterPartForSync(construtionPart.GetId());
2885
2886 //register action that was performed on part
2887 RegisterActionForSync(construtionPart.GetId(), action_id);
2888
2889 //synchronize
2891
2892 // server part of sync, client will be synced from SetPartsFromSyncData
2893 SetPartFromSyncData(construtionPart);
2894
2895 UpdateNavmesh();
2896
2897 //update visuals
2898 UpdateVisuals();
2899
2900 //reset action sync data
2901 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2902
2903 //check base state
2904 if (construtionPart.IsBase())
2905 {
2906 //Destroy construction
2907 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2908 }
2909 }
2910
2911 void OnPartDestroyedClient( string part_name, int action_id )
2912 {
2913 //play sound
2914 SoundDestroyStart( part_name );
2915 }
2916
2917 // --- UPDATE
2918 void InitBaseState()
2919 {
2920 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2921
2922 InitVisuals();
2923 UpdateNavmesh(); //regenerate navmesh
2924 }
2925
2926 void InitVisuals()
2927 {
2928 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2929 //check base
2930 if ( !HasBase() )
2931 {
2932 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2933 }
2934 else
2935 {
2936 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2937 }
2938
2939 GetConstruction().InitVisuals();
2940 }
2941
2942 void UpdateVisuals()
2943 {
2944 array<string> attachmentSlots = new array<string>;
2945
2946 GetAttachmentSlots(this, attachmentSlots);
2947 foreach (string slotName : attachmentSlots)
2948 {
2950 }
2951
2952 //check base
2953 if (!HasBase())
2954 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2955 else
2956 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2957
2958 GetConstruction().UpdateVisuals();
2959 }
2960
2961 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2962 {
2963 string slotNameMounted = slot_name + "_Mounted";
2964 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2965
2966 if (attachment)
2967 {
2968 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2969 if (barbedWire && barbedWire.IsMounted())
2970 CreateAreaDamage(slotNameMounted);
2971 else
2972 DestroyAreaDamage(slotNameMounted);
2973
2974 if (is_locked)
2975 {
2976 SetAnimationPhase(slotNameMounted, 0);
2977 SetAnimationPhase(slot_name, 1);
2978 }
2979 else
2980 {
2981 SetAnimationPhase(slotNameMounted, 1);
2982 SetAnimationPhase(slot_name, 0);
2983 }
2984 }
2985 else
2986 {
2987 SetAnimationPhase(slotNameMounted, 1);
2988 SetAnimationPhase(slot_name, 1);
2989
2990 DestroyAreaDamage(slotNameMounted);
2991 }
2992 }
2993
2994 // avoid calling this function on frequent occasions, it's a massive performance hit
2995 void UpdatePhysics()
2996 {
2998 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2999
3000 array<string> attachmentSlots = new array<string>;
3001 GetAttachmentSlots(this, attachmentSlots);
3002
3004 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3005
3006 foreach (string slotName : attachmentSlots)
3007 {
3009 }
3010
3011 //check base
3012 if (!HasBase())
3013 {
3015 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3016
3017 AddProxyPhysics(ANIMATION_DEPLOYED);
3018 }
3019 else
3020 {
3022 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3023
3024 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3025 }
3026
3027 GetConstruction().UpdatePhysics();
3028 UpdateNavmesh();
3029 }
3030
3031 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3032 {
3033 //checks for invalid appends; hotfix
3034 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3035 return;
3036 //----------------------------------
3037 string slot_name_mounted = slot_name + "_Mounted";
3038 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3039
3040 //remove proxy physics
3041 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3042 RemoveProxyPhysics( slot_name_mounted );
3043 RemoveProxyPhysics( slot_name );
3044
3045 if ( attachment )
3046 {
3047 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3048 if ( is_locked )
3049 {
3050 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3051 AddProxyPhysics( slot_name_mounted );
3052 }
3053 else
3054 {
3055 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3056 AddProxyPhysics( slot_name );
3057 }
3058 }
3059 }
3060
3061 protected void UpdateNavmesh()
3062 {
3063 SetAffectPathgraph( true, false );
3064 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3065 }
3066
3067 override bool CanUseConstruction()
3068 {
3069 return true;
3070 }
3071
3072 override bool CanUseConstructionBuild()
3073 {
3074 return true;
3075 }
3076
3077 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3078 {
3079 if ( attachment )
3080 {
3081 InventoryLocation inventory_location = new InventoryLocation;
3082 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3083
3084 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3085 }
3086
3087 return false;
3088 }
3089
3090 protected bool IsAttachmentSlotLocked( string slot_name )
3091 {
3092 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3093 }
3094
3095 //--- ATTACHMENT SLOTS
3096 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3097 {
3098 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3099 if ( g_Game.ConfigIsExisting( config_path ) )
3100 {
3101 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3102 }
3103 }
3104
3105 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3106 {
3107 return true;
3108 }
3109
3110 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3111 {
3112 return true;
3113 }
3114
3115 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3116 {
3117 return true;
3118 }
3119
3120 // --- INIT
3122 {
3123 m_Construction = new Construction(this);
3124 return m_Construction;
3125 }
3126
3128 {
3129 return m_Construction;
3130 }
3131
3133 {
3134 return Construction.Cast(m_Construction);
3135 }
3136
3138 {
3139 int attachment_count = GetInventory().AttachmentCount();
3140 if ( attachment_count > 0 )
3141 {
3142 if ( HasBase() && attachment_count == 1 )
3143 {
3144 return false;
3145 }
3146
3147 return true;
3148 }
3149
3150 return false;
3151 }
3152
3153 override bool ShowZonesHealth()
3154 {
3155 return true;
3156 }
3157
3158 override bool IsTakeable()
3159 {
3160 return false;
3161 }
3162
3163 //this into/outo parent.Cargo
3164 override bool CanPutInCargo( EntityAI parent )
3165 {
3166 return false;
3167 }
3168
3169 override bool CanRemoveFromCargo( EntityAI parent )
3170 {
3171 return false;
3172 }
3173
3174 //hands
3175 override bool CanPutIntoHands( EntityAI parent )
3176 {
3177 return false;
3178 }
3179
3180 //--- ACTION CONDITIONS
3181 //direction
3182 override bool IsFacingPlayer( PlayerBase player, string selection )
3183 {
3184 return true;
3185 }
3186
3187 override bool IsPlayerInside( PlayerBase player, string selection )
3188 {
3189 return true;
3190 }
3191
3194 {
3195 return false;
3196 }
3197
3198 //roof check
3199 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3200 {
3201 return false;
3202 }
3203
3204 //selection->player distance check
3205 bool HasProperDistance( string selection, PlayerBase player )
3206 {
3207 return true;
3208 }
3209
3210 //folding
3212 {
3213 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3214 {
3215 return false;
3216 }
3217
3218 return true;
3219 }
3220
3222 {
3225
3226 return item;
3227 }
3228
3229 //Damage triggers (barbed wire)
3230 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3231 {
3232 if ( g_Game && g_Game.IsServer() )
3233 {
3234 //destroy area damage if some already exists
3235 DestroyAreaDamage( slot_name );
3236
3237 //create new area damage
3239 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3240
3241 vector min_max[2];
3242 if ( MemoryPointExists( slot_name + "_min" ) )
3243 {
3244 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3245 }
3246 if ( MemoryPointExists( slot_name + "_max" ) )
3247 {
3248 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3249 }
3250
3251 //get proper trigger extents (min<max)
3252 vector extents[2];
3253 GetConstruction().GetTriggerExtents( min_max, extents );
3254
3255 //get box center
3256 vector center;
3257 center = GetConstruction().GetBoxCenter( min_max );
3258 center = ModelToWorld( center );
3259
3260 //rotate center if needed
3262 CalcDamageAreaRotation( rotation_angle, center, orientation );
3263
3264 areaDamage.SetExtents( extents[0], extents[1] );
3265 areaDamage.SetAreaPosition( center );
3266 areaDamage.SetAreaOrientation( orientation );
3267 areaDamage.SetLoopInterval( 1.0 );
3268 areaDamage.SetDeferDuration( 0.2 );
3269 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3270 areaDamage.SetAmmoName( "BarbedWireHit" );
3271 areaDamage.Spawn();
3272
3273 m_DamageTriggers.Insert( slot_name, areaDamage );
3274 }
3275 }
3276
3277 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3278 {
3279 if ( angle_deg != 0 )
3280 {
3281 //orientation
3282 orientation[0] = orientation[0] - angle_deg;
3283
3284 //center
3285 vector rotate_axis;
3286 if ( MemoryPointExists( "rotate_axis" ) )
3287 {
3288 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3289 }
3290 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];
3291 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];
3292 center[0] = r_center_x;
3293 center[2] = r_center_z;
3294 }
3295 }
3296
3297 void DestroyAreaDamage( string slot_name )
3298 {
3299 if (g_Game && g_Game.IsServer())
3300 {
3302 if (m_DamageTriggers.Find(slot_name, areaDamage))
3303 {
3304 if (areaDamage)
3305 {
3306 areaDamage.Destroy();
3307 }
3308
3309 m_DamageTriggers.Remove( slot_name );
3310 }
3311 }
3312 }
3313
3314 override bool IsIgnoredByConstruction()
3315 {
3316 return true;
3317 }
3318
3319 //================================================================
3320 // SOUNDS
3321 //================================================================
3322 protected void SoundBuildStart( string part_name )
3323 {
3324 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3325 }
3326
3327 protected void SoundDismantleStart( string part_name )
3328 {
3329 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3330 }
3331
3332 protected void SoundDestroyStart( string part_name )
3333 {
3334 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3335 }
3336
3337 protected string GetBuildSoundByMaterial( string part_name )
3338 {
3339 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3340
3341 switch ( material_type )
3342 {
3343 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3344 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3345 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3346 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3347 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3348 }
3349
3350 return "";
3351 }
3352
3353 protected string GetDismantleSoundByMaterial( string part_name )
3354 {
3355 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3356
3357 switch ( material_type )
3358 {
3359 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3360 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3361 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3362 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3363 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3364 }
3365
3366 return "";
3367 }
3368
3369 //misc
3370 void CheckForHybridAttachments( EntityAI item, string slot_name )
3371 {
3372 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3373 {
3374 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3375 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3376 {
3377 SetHealth(slot_name,"Health",item.GetHealth());
3378 }
3379 }
3380 }
3381
3382 override int GetDamageSystemVersionChange()
3383 {
3384 return 111;
3385 }
3386
3387 override void SetActions()
3388 {
3389 super.SetActions();
3390
3394 }
3395
3396 protected void DestroyConstructedParts()
3397 {
3398 Construction construction = GetConstruction();
3399 if (!construction)
3400 return;
3401
3402 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3403 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3404 {
3405 ConstructionPart part = constructionParts.GetElement(i);
3406 if (part && part.IsBuilt() && !part.IsUtilityPart())
3407 {
3408 construction.DestroyPartServer(null, part.GetPartName(), -1);
3409 }
3410 }
3411 }
3412
3413 protected void HandleFallingForConstructedParts()
3414 {
3415 Construction construction = GetConstruction();
3416 if (!construction)
3417 return;
3418
3419 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3420 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3421 {
3422 ConstructionPart part = constructionParts.GetElement(i);
3423 if (part && part.IsBuilt() && !part.IsUtilityPart())
3424 {
3425 construction.HandleEntityFalling(part.GetPartName());
3426 }
3427 }
3428 }
3429
3431 override void OnItemFallRebuilding()
3432 {
3433 if (!g_Game.IsServer())
3434 return;
3435
3438
3439 if (DestroyOnFall())
3440 {
3442 {
3444 }
3445 else
3446 {
3448 {
3450 }
3451 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3452 }
3453 }
3454 }
3455
3457 {
3458 if (HasAnyAttachmentsOrCargo())
3459 {
3461 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3462 }
3463 }
3464
3465 //================================================================
3466 // DEBUG
3467 //================================================================
3468
3471 {
3472 return null;
3473 }
3474
3475 override void OnDebugSpawn()
3476 {
3477 FullyBuild();
3478 }
3479
3480 void FullyBuild()
3481 {
3483 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3484
3485 Man p;
3486
3487 #ifdef SERVER
3488 array<Man> players = new array<Man>;
3489 g_Game.GetWorld().GetPlayerList(players);
3490 if (players.Count())
3491 p = players[0];
3492 #else
3493 p = g_Game.GetPlayer();
3494 #endif
3495
3496 foreach (ConstructionPart part : parts)
3497 {
3498 bool excluded = false;
3499 string partName = part.GetPartName();
3500 if (excludes)
3501 {
3502 foreach (string exclude : excludes)
3503 {
3504 if (partName.Contains(exclude))
3505 {
3506 excluded = true;
3507 break;
3508 }
3509 }
3510 }
3511
3512 if (!excluded)
3513 {
3514 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3515 }
3516 }
3517
3518 GetConstruction().UpdateVisuals();
3519 }
3520
3522 //Deprecated code playpen//
3524 [Obsolete("handled in the Construction component directly")]
3525 protected void HandleItemFalling(ConstructionPart part)
3526 {
3527 }
3528
3529 [Obsolete("handled in the Construction component directly")]
3530 protected void ItemFall(vector min, vector max)
3531 {
3532 }
3533
3534 [Obsolete("obsolete debug method")]
3535 protected void DebugCustomState()
3536 {
3537 }
3538}
3539
3540void bsbDebugPrint (string s)
3541{
3542#ifdef BSB_DEBUG
3543 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3544#else
3545 //Print("" + s); // comment/uncomment to hide/see debug logs
3546#endif
3547}
3548void bsbDebugSpam (string s)
3549{
3550#ifdef BSB_DEBUG_SPAM
3551 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3552#else
3553 //Print("" + s); // comment/uncomment to hide/see debug logs
3554#endif
3555}
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