DayZ 1.30
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◆ GetDamageSystemVersionChange()

override int bsbDebugPrint::GetDamageSystemVersionChange ( )
protected

См. определение в файле BaseBuildingBase.c строка 2421

2423{
2424 const string ANIMATION_DEPLOYED = "Deployed";
2425
2426 float m_ConstructionKitHealth; //stored health value for used construction kit
2427
2428 bool m_HasBase;
2429 //variables for synchronization of base building parts (2x31 is the current limit)
2430 int m_SyncParts01; //synchronization for already built parts (31 parts)
2431 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2432 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2433 int m_InteractedPartId; //construction part id that an action was performed on
2434 int m_PerformedActionId; //action id that was performed on a construction part
2435 protected ref ConstructionBasic m_Construction;
2436
2437 //Sounds
2438 //build
2439 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2440 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2441 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2442 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2443 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2444 //dismantle
2445 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2446 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2447 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2448 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2449 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2450
2451 protected EffectSound m_Sound;
2452
2456
2457 // Constructor
2458 void BaseBuildingBase()
2459 {
2461
2462 //synchronized variables
2463 RegisterNetSyncVariableInt( "m_SyncParts01" );
2464 RegisterNetSyncVariableInt( "m_SyncParts02" );
2465 RegisterNetSyncVariableInt( "m_SyncParts03" );
2466 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2467 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2468 RegisterNetSyncVariableBool( "m_HasBase" );
2469
2470 //Construction init
2471 ConstructionInit();
2472
2473 if (ConfigIsExisting("hybridAttachments"))
2474 {
2476 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2477 }
2478 if (ConfigIsExisting("mountables"))
2479 {
2481 ConfigGetTextArray("mountables", m_Mountables);
2482 }
2483
2484 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2485 SetAllowDamage(true);
2486 }
2487
2488 override string GetInvulnerabilityTypeString()
2489 {
2490 return "disableBaseDamage";
2491 }
2492
2493 override bool CanObstruct()
2494 {
2495 return true;
2496 }
2497
2498 override int GetHideIconMask()
2499 {
2500 return EInventoryIconVisibility.HIDE_VICINITY;
2501 }
2502
2503 override void InitItemSounds()
2504 {
2505 super.InitItemSounds();
2506
2508 SoundParameters params = new SoundParameters();
2509 params.m_Loop = true;
2510
2511 if (GetFoldSoundset() != string.Empty)
2512 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2513 if (GetLoopFoldSoundset() != string.Empty)
2514 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2515 }
2516
2517 override string GetFoldSoundset()
2518 {
2519 return "putDown_FenceKit_SoundSet";
2520 }
2521
2522 override string GetLoopFoldSoundset()
2523 {
2524 return "Shelter_Site_Build_Loop_SoundSet";
2525 }
2526
2527 // --- SYNCHRONIZATION
2529 {
2530 if ( g_Game.IsServer() )
2531 {
2532 SetSynchDirty();
2533 }
2534 }
2535
2536 override void OnVariablesSynchronized()
2537 {
2538 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2539 super.OnVariablesSynchronized();
2540
2541 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2542 }
2543
2544 protected void OnSynchronizedClient()
2545 {
2546 //update parts
2548
2549 //update action on part
2551
2552 //update visuals (client)
2553 UpdateVisuals();
2554 }
2555
2556 //parts synchronization
2557 void RegisterPartForSync( int part_id )
2558 {
2559 //part_id must starts from index = 1
2560 int offset;
2561 int mask;
2562
2563 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2564 {
2565 offset = part_id - 1;
2566 mask = 1 << offset;
2567
2568 m_SyncParts01 = m_SyncParts01 | mask;
2569 }
2570 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2571 {
2572 offset = ( part_id % 32 );
2573 mask = 1 << offset;
2574
2575 m_SyncParts02 = m_SyncParts02 | mask;
2576 }
2577 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2578 {
2579 offset = ( part_id % 63 );
2580 mask = 1 << offset;
2581
2582 m_SyncParts03 = m_SyncParts03 | mask;
2583 }
2584 }
2585
2586 void UnregisterPartForSync( int part_id )
2587 {
2588 //part_id must starts from index = 1
2589 int offset;
2590 int mask;
2591
2592 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2593 {
2594 offset = part_id - 1;
2595 mask = 1 << offset;
2596
2597 m_SyncParts01 = m_SyncParts01 & ~mask;
2598 }
2599 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2600 {
2601 offset = ( part_id % 32 );
2602 mask = 1 << offset;
2603
2604 m_SyncParts02 = m_SyncParts02 & ~mask;
2605 }
2606 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2607 {
2608 offset = ( part_id % 63 );
2609 mask = 1 << offset;
2610
2611 m_SyncParts03 = m_SyncParts03 & ~mask;
2612 }
2613 }
2614
2615 bool IsPartBuildInSyncData( int part_id )
2616 {
2617 //part_id must starts from index = 1
2618 int offset;
2619 int mask;
2620
2621 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2622 {
2623 offset = part_id - 1;
2624 mask = 1 << offset;
2625
2626 if ( ( m_SyncParts01 & mask ) > 0 )
2627 {
2628 return true;
2629 }
2630 }
2631 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2632 {
2633 offset = ( part_id % 32 );
2634 mask = 1 << offset;
2635
2636 if ( ( m_SyncParts02 & mask ) > 0 )
2637 {
2638 return true;
2639 }
2640 }
2641 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2642 {
2643 offset = ( part_id % 63 );
2644 mask = 1 << offset;
2645
2646 if ( ( m_SyncParts03 & mask ) > 0 )
2647 {
2648 return true;
2649 }
2650 }
2651
2652 return false;
2653 }
2654
2655 protected void RegisterActionForSync( int part_id, int action_id )
2656 {
2657 m_InteractedPartId = part_id;
2658 m_PerformedActionId = action_id;
2659 }
2660
2661 protected void ResetActionSyncData()
2662 {
2663 //reset data
2664 m_InteractedPartId = -1;
2666 }
2667
2668 protected void SetActionFromSyncData()
2669 {
2670 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2671 {
2673 int build_action_id = m_PerformedActionId;
2674
2675 switch( build_action_id )
2676 {
2677 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2678 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2679 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2680 }
2681 }
2682 }
2683 //------
2684
2686 {
2687 string key = part.GetPartName();
2688 bool is_base = part.IsBase();
2689 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2690 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2691 if ( is_part_built_sync )
2692 {
2693 if ( !part.IsBuilt() )
2694 {
2695 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2696 GetConstruction().AddToConstructedParts( key );
2697 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2698
2699 if (is_base)
2700 {
2702 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2703 }
2704 }
2705 }
2706 else
2707 {
2708 if ( part.IsBuilt() )
2709 {
2710 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2711 GetConstruction().RemoveFromConstructedParts( key );
2712 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2713
2714 if (is_base)
2715 {
2717 AddProxyPhysics( ANIMATION_DEPLOYED );
2718 }
2719 }
2720 }
2721
2722 //check slot lock for material attachments
2723 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2724 }
2725
2726 //set construction parts based on synchronized data
2728 {
2729 Construction construction = GetConstruction();
2730 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2731
2732 for ( int i = 0; i < construction_parts.Count(); ++i )
2733 {
2734 string key = construction_parts.GetKey( i );
2735 ConstructionPart value = construction_parts.Get( key );
2736 SetPartFromSyncData(value);
2737 }
2738
2739 //regenerate navmesh
2740 UpdateNavmesh();
2741 }
2742
2743 protected ConstructionPart GetConstructionPartById( int id )
2744 {
2745 Construction construction = GetConstruction();
2746 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2747
2748 for ( int i = 0; i < construction_parts.Count(); ++i )
2749 {
2750 string key = construction_parts.GetKey( i );
2751 ConstructionPart value = construction_parts.Get( key );
2752
2753 if ( value.GetId() == id )
2754 {
2755 return value;
2756 }
2757 }
2758
2759 return NULL;
2760 }
2761 //
2762
2763 //Base
2764 bool HasBase()
2765 {
2766 return m_HasBase;
2767 }
2768
2769 void SetBaseState( bool has_base )
2770 {
2771 m_HasBase = has_base;
2772 }
2773
2774 override bool IsDeployable()
2775 {
2776 return true;
2777 }
2778
2779 bool IsOpened()
2780 {
2781 return false;
2782 }
2783
2784 //--- CONSTRUCTION KIT
2786 {
2787 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2788 if ( m_ConstructionKitHealth > 0 )
2789 {
2790 construction_kit.SetHealth( m_ConstructionKitHealth );
2791 }
2792
2793 return construction_kit;
2794 }
2795
2796 void CreateConstructionKitInHands(notnull PlayerBase player)
2797 {
2798 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2799 if ( m_ConstructionKitHealth > 0 )
2800 {
2801 construction_kit.SetHealth( m_ConstructionKitHealth );
2802 }
2803 }
2804
2805 protected vector GetKitSpawnPosition()
2806 {
2807 return GetPosition();
2808 }
2809
2810 protected string GetConstructionKitType()
2811 {
2812 return "";
2813 }
2814
2815 void DestroyConstructionKit( ItemBase construction_kit )
2816 {
2817 m_ConstructionKitHealth = construction_kit.GetHealth();
2818 g_Game.ObjectDelete( construction_kit );
2819 }
2820
2821 //--- CONSTRUCTION
2822 void DestroyConstruction()
2823 {
2824 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2825 g_Game.ObjectDelete( this );
2826 }
2827
2828 // --- EVENTS
2829 override void EEDelete(EntityAI parent)
2830 {
2831 super.EEDelete(parent);
2832
2833 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2834 {
2835 areaDamage.Destroy();
2836 }
2837
2838 }
2839
2840 override void OnStoreSave( ParamsWriteContext ctx )
2841 {
2842 super.OnStoreSave( ctx );
2843
2844 //sync parts 01
2845 ctx.Write( m_SyncParts01 );
2846 ctx.Write( m_SyncParts02 );
2847 ctx.Write( m_SyncParts03 );
2848
2849 ctx.Write( m_HasBase );
2850 }
2851
2852 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2853 {
2854 if ( !super.OnStoreLoad( ctx, version ) )
2855 return false;
2856
2857 //--- Base building data ---
2858 //Restore synced parts data
2859 if ( !ctx.Read( m_SyncParts01 ) )
2860 {
2861 m_SyncParts01 = 0; //set default
2862 return false;
2863 }
2864 if ( !ctx.Read( m_SyncParts02 ) )
2865 {
2866 m_SyncParts02 = 0; //set default
2867 return false;
2868 }
2869 if ( !ctx.Read( m_SyncParts03 ) )
2870 {
2871 m_SyncParts03 = 0; //set default
2872 return false;
2873 }
2874
2875 //has base
2876 if ( !ctx.Read( m_HasBase ) )
2877 {
2878 m_HasBase = false;
2879 return false;
2880 }
2881 //---
2882
2883 return true;
2884 }
2885
2886 override void AfterStoreLoad()
2887 {
2888 super.AfterStoreLoad();
2889
2891 {
2893 }
2894 }
2895
2897 {
2898 //update server data
2900
2901 //set base state
2902 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2903 SetBaseState( part.IsBuilt() ) ;
2904
2905 //synchronize after load
2907 }
2908
2909 override void OnCreatePhysics()
2910 {
2911 super.OnCreatePhysics();
2912
2913 ConstructionInit();
2915 }
2916
2917 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2918 {
2920 return;
2921
2922 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2923 }
2924
2925 override void EEOnAfterLoad()
2926 {
2928 {
2929 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2930 }
2931
2932 super.EEOnAfterLoad();
2933 }
2934
2935 override void EEItemAttached( EntityAI item, string slot_name )
2936 {
2937 super.EEItemAttached( item, slot_name );
2938
2939 CheckForHybridAttachments( item, slot_name );
2940 UpdateVisuals();
2941 UpdateAttachmentPhysics( slot_name, false );
2942 }
2943
2944 override void EEItemDetached( EntityAI item, string slot_name )
2945 {
2946 super.EEItemDetached( item, slot_name );
2947
2948 UpdateVisuals();
2949 UpdateAttachmentPhysics( slot_name, false );
2950 }
2951
2952 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2953 {
2954 string slot_name = InventorySlots.GetSlotName( slotId );
2955 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2956
2957 UpdateAttachmentVisuals( slot_name, locked );
2958 UpdateAttachmentPhysics( slot_name, locked );
2959 }
2960
2961 //ignore out of reach condition
2962 override bool IgnoreOutOfReachCondition()
2963 {
2964 return true;
2965 }
2966
2967 //CONSTRUCTION EVENTS
2968 //Build
2969 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2970 {
2971 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2972
2973 //check base state
2974 if (construtionPart.IsBase())
2975 {
2976 SetBaseState(true);
2977
2978 //spawn kit
2980 }
2981
2982 //register constructed parts for synchronization
2983 RegisterPartForSync(construtionPart.GetId());
2984
2985 //register action that was performed on part
2986 RegisterActionForSync(construtionPart.GetId(), action_id);
2987
2988 //synchronize
2990
2991 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2992
2993 UpdateNavmesh();
2994
2995 //update visuals
2996 UpdateVisuals();
2997
2998 //reset action sync data
2999 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3000 }
3001
3002 void OnPartBuiltClient(string part_name, int action_id)
3003 {
3004 //play sound
3005 SoundBuildStart( part_name );
3006 }
3007
3008 //Dismantle
3009 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3010 {
3011 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3012 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3013
3014 //register constructed parts for synchronization
3015 UnregisterPartForSync(construtionPart.GetId());
3016
3017 //register action that was performed on part
3018 RegisterActionForSync(construtionPart.GetId(), action_id);
3019
3020 //synchronize
3022
3023 // server part of sync, client will be synced from SetPartsFromSyncData
3024 SetPartFromSyncData(construtionPart);
3025
3026 UpdateNavmesh();
3027
3028 //update visuals
3029 UpdateVisuals();
3030
3031 //reset action sync data
3032 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3033
3034 //check base state
3035 if (construtionPart.IsBase())
3036 {
3037 //Destroy construction
3038 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3039 }
3040 }
3041
3042 void OnPartDismantledClient( string part_name, int action_id )
3043 {
3044 //play sound
3045 SoundDismantleStart( part_name );
3046 }
3047
3048 //Destroy
3049 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3050 {
3051 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3052 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3053
3054 //register constructed parts for synchronization
3055 UnregisterPartForSync(construtionPart.GetId());
3056
3057 //register action that was performed on part
3058 RegisterActionForSync(construtionPart.GetId(), action_id);
3059
3060 //synchronize
3062
3063 // server part of sync, client will be synced from SetPartsFromSyncData
3064 SetPartFromSyncData(construtionPart);
3065
3066 UpdateNavmesh();
3067
3068 //update visuals
3069 UpdateVisuals();
3070
3071 //reset action sync data
3072 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3073
3074 //check base state
3075 if (construtionPart.IsBase())
3076 {
3077 //Destroy construction
3078 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3079 }
3080 }
3081
3082 void OnPartDestroyedClient( string part_name, int action_id )
3083 {
3084 //play sound
3085 SoundDestroyStart( part_name );
3086 }
3087
3088 // --- UPDATE
3089 void InitBaseState()
3090 {
3091 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3092
3093 InitVisuals();
3094 UpdateNavmesh(); //regenerate navmesh
3095 }
3096
3097 void InitVisuals()
3098 {
3099 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3100 //check base
3101 if ( !HasBase() )
3102 {
3103 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3104 }
3105 else
3106 {
3107 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3108 }
3109
3110 GetConstruction().InitVisuals();
3111 }
3112
3113 void UpdateVisuals()
3114 {
3115 array<string> attachmentSlots = new array<string>;
3116
3117 GetAttachmentSlots(this, attachmentSlots);
3118 foreach (string slotName : attachmentSlots)
3119 {
3121 }
3122
3123 //check base
3124 if (!HasBase())
3125 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3126 else
3127 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3128
3129 GetConstruction().UpdateVisuals();
3130 }
3131
3132 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3133 {
3134 string slotNameMounted = slot_name + "_Mounted";
3135 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3136
3137 if (attachment)
3138 {
3139 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3140 if (barbedWire && barbedWire.IsMounted())
3141 CreateAreaDamage(slotNameMounted);
3142 else
3143 DestroyAreaDamage(slotNameMounted);
3144
3145 if (is_locked)
3146 {
3147 SetAnimationPhase(slotNameMounted, 0);
3148 SetAnimationPhase(slot_name, 1);
3149 }
3150 else
3151 {
3152 SetAnimationPhase(slotNameMounted, 1);
3153 SetAnimationPhase(slot_name, 0);
3154 }
3155 }
3156 else
3157 {
3158 SetAnimationPhase(slotNameMounted, 1);
3159 SetAnimationPhase(slot_name, 1);
3160
3161 DestroyAreaDamage(slotNameMounted);
3162 }
3163 }
3164
3165 // avoid calling this function on frequent occasions, it's a massive performance hit
3166 void UpdatePhysics()
3167 {
3169 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3170
3171 array<string> attachmentSlots = new array<string>;
3172 GetAttachmentSlots(this, attachmentSlots);
3173
3175 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3176
3177 foreach (string slotName : attachmentSlots)
3178 {
3180 }
3181
3182 //check base
3183 if (!HasBase())
3184 {
3186 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3187
3188 AddProxyPhysics(ANIMATION_DEPLOYED);
3189 }
3190 else
3191 {
3193 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3194
3195 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3196 }
3197
3198 GetConstruction().UpdatePhysics();
3199 UpdateNavmesh();
3200 }
3201
3202 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3203 {
3204 //checks for invalid appends; hotfix
3205 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3206 return;
3207 //----------------------------------
3208 string slot_name_mounted = slot_name + "_Mounted";
3209 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3210
3211 //remove proxy physics
3212 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3213 RemoveProxyPhysics( slot_name_mounted );
3214 RemoveProxyPhysics( slot_name );
3215
3216 if ( attachment )
3217 {
3218 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3219 if ( is_locked )
3220 {
3221 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3222 AddProxyPhysics( slot_name_mounted );
3223 }
3224 else
3225 {
3226 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3227 AddProxyPhysics( slot_name );
3228 }
3229 }
3230 }
3231
3232 protected void UpdateNavmesh()
3233 {
3234 SetAffectPathgraph( true, false );
3235 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3236 }
3237
3238 override bool CanUseConstruction()
3239 {
3240 return true;
3241 }
3242
3243 override bool CanUseConstructionBuild()
3244 {
3245 return true;
3246 }
3247
3248 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3249 {
3250 if ( attachment )
3251 {
3252 InventoryLocation inventory_location = new InventoryLocation;
3253 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3254
3255 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3256 }
3257
3258 return false;
3259 }
3260
3261 protected bool IsAttachmentSlotLocked( string slot_name )
3262 {
3263 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3264 }
3265
3266 //--- ATTACHMENT SLOTS
3267 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3268 {
3269 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3270 if ( g_Game.ConfigIsExisting( config_path ) )
3271 {
3272 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3273 }
3274 }
3275
3276 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3277 {
3278 return true;
3279 }
3280
3281 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3282 {
3283 return true;
3284 }
3285
3286 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3287 {
3288 return true;
3289 }
3290
3291 // --- INIT
3293 {
3294 m_Construction = new Construction(this);
3295 return m_Construction;
3296 }
3297
3299 {
3300 return m_Construction;
3301 }
3302
3304 {
3305 return Construction.Cast(m_Construction);
3306 }
3307
3309 {
3310 int attachment_count = GetInventory().AttachmentCount();
3311 if ( attachment_count > 0 )
3312 {
3313 if ( HasBase() && attachment_count == 1 )
3314 {
3315 return false;
3316 }
3317
3318 return true;
3319 }
3320
3321 return false;
3322 }
3323
3324 override bool ShowZonesHealth()
3325 {
3326 return true;
3327 }
3328
3329 override bool IsTakeable()
3330 {
3331 return false;
3332 }
3333
3334 //this into/outo parent.Cargo
3335 override bool CanPutInCargo( EntityAI parent )
3336 {
3337 return false;
3338 }
3339
3340 override bool CanRemoveFromCargo( EntityAI parent )
3341 {
3342 return false;
3343 }
3344
3345 //hands
3346 override bool CanPutIntoHands( EntityAI parent )
3347 {
3348 return false;
3349 }
3350
3351 //--- ACTION CONDITIONS
3352 //direction
3353 override bool IsFacingPlayer( PlayerBase player, string selection )
3354 {
3355 return true;
3356 }
3357
3358 override bool IsPlayerInside( PlayerBase player, string selection )
3359 {
3360 return true;
3361 }
3362
3365 {
3366 return false;
3367 }
3368
3369 //roof check
3370 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3371 {
3372 return false;
3373 }
3374
3375 //selection->player distance check
3376 bool HasProperDistance( string selection, PlayerBase player )
3377 {
3378 return true;
3379 }
3380
3381 //folding
3383 {
3384 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3385 {
3386 return false;
3387 }
3388
3389 return true;
3390 }
3391
3393 {
3396
3397 return item;
3398 }
3399
3400 //Damage triggers (barbed wire)
3401 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3402 {
3403 if ( g_Game && g_Game.IsServer() )
3404 {
3405 //destroy area damage if some already exists
3406 DestroyAreaDamage( slot_name );
3407
3408 //create new area damage
3410 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3411
3412 vector min_max[2];
3413 if ( MemoryPointExists( slot_name + "_min" ) )
3414 {
3415 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3416 }
3417 if ( MemoryPointExists( slot_name + "_max" ) )
3418 {
3419 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3420 }
3421
3422 //get proper trigger extents (min<max)
3423 vector extents[2];
3424 GetConstruction().GetTriggerExtents( min_max, extents );
3425
3426 //get box center
3427 vector center;
3428 center = GetConstruction().GetBoxCenter( min_max );
3429 center = ModelToWorld( center );
3430
3431 //rotate center if needed
3433 CalcDamageAreaRotation( rotation_angle, center, orientation );
3434
3435 areaDamage.SetExtents( extents[0], extents[1] );
3436 areaDamage.SetAreaPosition( center );
3437 areaDamage.SetAreaOrientation( orientation );
3438 areaDamage.SetLoopInterval( 1.0 );
3439 areaDamage.SetDeferDuration( 0.2 );
3440 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3441 areaDamage.SetAmmoName( "BarbedWireHit" );
3442 areaDamage.Spawn();
3443
3444 m_DamageTriggers.Insert( slot_name, areaDamage );
3445 }
3446 }
3447
3448 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3449 {
3450 if ( angle_deg != 0 )
3451 {
3452 //orientation
3453 orientation[0] = orientation[0] - angle_deg;
3454
3455 //center
3456 vector rotate_axis;
3457 if ( MemoryPointExists( "rotate_axis" ) )
3458 {
3459 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3460 }
3461 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];
3462 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];
3463 center[0] = r_center_x;
3464 center[2] = r_center_z;
3465 }
3466 }
3467
3468 void DestroyAreaDamage( string slot_name )
3469 {
3470 if (g_Game && g_Game.IsServer())
3471 {
3473 if (m_DamageTriggers.Find(slot_name, areaDamage))
3474 {
3475 if (areaDamage)
3476 {
3477 areaDamage.Destroy();
3478 }
3479
3480 m_DamageTriggers.Remove( slot_name );
3481 }
3482 }
3483 }
3484
3485 override bool IsIgnoredByConstruction()
3486 {
3487 return true;
3488 }
3489
3490 //================================================================
3491 // SOUNDS
3492 //================================================================
3493 protected void SoundBuildStart( string part_name )
3494 {
3495 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3496 }
3497
3498 protected void SoundDismantleStart( string part_name )
3499 {
3500 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3501 }
3502
3503 protected void SoundDestroyStart( string part_name )
3504 {
3505 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3506 }
3507
3508 protected string GetBuildSoundByMaterial( string part_name )
3509 {
3510 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3511
3512 switch ( material_type )
3513 {
3514 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3515 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3516 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3517 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3518 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3519 }
3520
3521 return "";
3522 }
3523
3524 protected string GetDismantleSoundByMaterial( string part_name )
3525 {
3526 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3527
3528 switch ( material_type )
3529 {
3530 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3531 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3532 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3533 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3534 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3535 }
3536
3537 return "";
3538 }
3539
3540 //misc
3541 void CheckForHybridAttachments( EntityAI item, string slot_name )
3542 {
3543 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3544 {
3545 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3546 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3547 {
3548 SetHealth(slot_name,"Health",item.GetHealth());
3549 }
3550 }
3551 }
3552
3553 override int GetDamageSystemVersionChange()
3554 {
3555 return 111;
3556 }
3557
3558 override void SetActions()
3559 {
3560 super.SetActions();
3561
3565 }
3566
3567 protected void DestroyConstructedParts()
3568 {
3569 Construction construction = GetConstruction();
3570 if (!construction)
3571 return;
3572
3573 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3574 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3575 {
3576 ConstructionPart part = constructionParts.GetElement(i);
3577 if (part && part.IsBuilt() && !part.IsUtilityPart())
3578 {
3579 construction.DestroyPartServer(null, part.GetPartName(), -1);
3580 }
3581 }
3582 }
3583
3584 protected void HandleFallingForConstructedParts()
3585 {
3586 Construction construction = GetConstruction();
3587 if (!construction)
3588 return;
3589
3590 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3591 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3592 {
3593 ConstructionPart part = constructionParts.GetElement(i);
3594 if (part && part.IsBuilt() && !part.IsUtilityPart())
3595 {
3596 construction.HandleEntityFalling(part.GetPartName());
3597 }
3598 }
3599 }
3600
3602 override void OnItemFallRebuilding()
3603 {
3604 if (!g_Game.IsServer())
3605 return;
3606
3609
3610 if (DestroyOnFall())
3611 {
3613 {
3615 }
3616 else
3617 {
3619 {
3621 }
3622 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3623 }
3624 }
3625 }
3626
3628 {
3629 if (HasAnyAttachmentsOrCargo())
3630 {
3632 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3633 }
3634 }
3635
3636 //================================================================
3637 // DEBUG
3638 //================================================================
3639
3642 {
3643 return null;
3644 }
3645
3646 override void OnDebugSpawn()
3647 {
3648 FullyBuild();
3649 }
3650
3651 void FullyBuild()
3652 {
3654 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3655
3656 Man p;
3657
3658 #ifdef SERVER
3659 array<Man> players = new array<Man>;
3660 g_Game.GetWorld().GetPlayerList(players);
3661 if (players.Count())
3662 p = players[0];
3663 #else
3664 p = g_Game.GetPlayer();
3665 #endif
3666
3667 foreach (ConstructionPart part : parts)
3668 {
3669 bool excluded = false;
3670 string partName = part.GetPartName();
3671 if (excludes)
3672 {
3673 foreach (string exclude : excludes)
3674 {
3675 if (partName.Contains(exclude))
3676 {
3677 excluded = true;
3678 break;
3679 }
3680 }
3681 }
3682
3683 if (!excluded)
3684 {
3685 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3686 }
3687 }
3688
3689 GetConstruction().UpdateVisuals();
3690 }
3691
3693 //Deprecated code playpen//
3695 [Obsolete("handled in the Construction component directly")]
3696 protected void HandleItemFalling(ConstructionPart part)
3697 {
3698 }
3699
3700 [Obsolete("handled in the Construction component directly")]
3701 protected void ItemFall(vector min, vector max)
3702 {
3703 }
3704
3705 [Obsolete("obsolete debug method")]
3706 protected void DebugCustomState()
3707 {
3708 }
3709}
3710
3711void bsbDebugPrint (string s)
3712{
3713#ifdef BSB_DEBUG
3714 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3715#else
3716 //Print("" + s); // comment/uncomment to hide/see debug logs
3717#endif
3718}
3719void bsbDebugSpam (string s)
3720{
3721#ifdef BSB_DEBUG_SPAM
3722 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3723#else
3724 //Print("" + s); // comment/uncomment to hide/see debug logs
3725#endif
3726}
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