DayZ 1.30
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◆ EEItemAttached()

override void bsbDebugPrint::EEItemAttached ( EntityAI item,
string slot_name )
protected

См. определение в файле BaseBuildingBase.c строка 1803

1805{
1806 const string ANIMATION_DEPLOYED = "Deployed";
1807
1808 float m_ConstructionKitHealth; //stored health value for used construction kit
1809
1810 bool m_HasBase;
1811 //variables for synchronization of base building parts (2x31 is the current limit)
1812 int m_SyncParts01; //synchronization for already built parts (31 parts)
1813 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1814 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1815 int m_InteractedPartId; //construction part id that an action was performed on
1816 int m_PerformedActionId; //action id that was performed on a construction part
1817 protected ref ConstructionBasic m_Construction;
1818
1819 //Sounds
1820 //build
1821 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1822 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1823 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1824 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1825 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1826 //dismantle
1827 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1828 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1829 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1830 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1831 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1832
1833 protected EffectSound m_Sound;
1834
1838
1839 // Constructor
1840 void BaseBuildingBase()
1841 {
1843
1844 //synchronized variables
1845 RegisterNetSyncVariableInt( "m_SyncParts01" );
1846 RegisterNetSyncVariableInt( "m_SyncParts02" );
1847 RegisterNetSyncVariableInt( "m_SyncParts03" );
1848 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1849 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1850 RegisterNetSyncVariableBool( "m_HasBase" );
1851
1852 //Construction init
1853 ConstructionInit();
1854
1855 if (ConfigIsExisting("hybridAttachments"))
1856 {
1858 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1859 }
1860 if (ConfigIsExisting("mountables"))
1861 {
1863 ConfigGetTextArray("mountables", m_Mountables);
1864 }
1865
1866 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1867 SetAllowDamage(true);
1868 }
1869
1870 override string GetInvulnerabilityTypeString()
1871 {
1872 return "disableBaseDamage";
1873 }
1874
1875 override bool CanObstruct()
1876 {
1877 return true;
1878 }
1879
1880 override int GetHideIconMask()
1881 {
1882 return EInventoryIconVisibility.HIDE_VICINITY;
1883 }
1884
1885 override void InitItemSounds()
1886 {
1887 super.InitItemSounds();
1888
1890 SoundParameters params = new SoundParameters();
1891 params.m_Loop = true;
1892
1893 if (GetFoldSoundset() != string.Empty)
1894 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1895 if (GetLoopFoldSoundset() != string.Empty)
1896 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1897 }
1898
1899 override string GetFoldSoundset()
1900 {
1901 return "putDown_FenceKit_SoundSet";
1902 }
1903
1904 override string GetLoopFoldSoundset()
1905 {
1906 return "Shelter_Site_Build_Loop_SoundSet";
1907 }
1908
1909 // --- SYNCHRONIZATION
1911 {
1912 if ( g_Game.IsServer() )
1913 {
1914 SetSynchDirty();
1915 }
1916 }
1917
1918 override void OnVariablesSynchronized()
1919 {
1920 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1921 super.OnVariablesSynchronized();
1922
1923 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1924 }
1925
1926 protected void OnSynchronizedClient()
1927 {
1928 //update parts
1930
1931 //update action on part
1933
1934 //update visuals (client)
1935 UpdateVisuals();
1936 }
1937
1938 //parts synchronization
1939 void RegisterPartForSync( int part_id )
1940 {
1941 //part_id must starts from index = 1
1942 int offset;
1943 int mask;
1944
1945 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1946 {
1947 offset = part_id - 1;
1948 mask = 1 << offset;
1949
1950 m_SyncParts01 = m_SyncParts01 | mask;
1951 }
1952 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1953 {
1954 offset = ( part_id % 32 );
1955 mask = 1 << offset;
1956
1957 m_SyncParts02 = m_SyncParts02 | mask;
1958 }
1959 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1960 {
1961 offset = ( part_id % 63 );
1962 mask = 1 << offset;
1963
1964 m_SyncParts03 = m_SyncParts03 | mask;
1965 }
1966 }
1967
1968 void UnregisterPartForSync( int part_id )
1969 {
1970 //part_id must starts from index = 1
1971 int offset;
1972 int mask;
1973
1974 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1975 {
1976 offset = part_id - 1;
1977 mask = 1 << offset;
1978
1979 m_SyncParts01 = m_SyncParts01 & ~mask;
1980 }
1981 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1982 {
1983 offset = ( part_id % 32 );
1984 mask = 1 << offset;
1985
1986 m_SyncParts02 = m_SyncParts02 & ~mask;
1987 }
1988 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1989 {
1990 offset = ( part_id % 63 );
1991 mask = 1 << offset;
1992
1993 m_SyncParts03 = m_SyncParts03 & ~mask;
1994 }
1995 }
1996
1997 bool IsPartBuildInSyncData( int part_id )
1998 {
1999 //part_id must starts from index = 1
2000 int offset;
2001 int mask;
2002
2003 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2004 {
2005 offset = part_id - 1;
2006 mask = 1 << offset;
2007
2008 if ( ( m_SyncParts01 & mask ) > 0 )
2009 {
2010 return true;
2011 }
2012 }
2013 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2014 {
2015 offset = ( part_id % 32 );
2016 mask = 1 << offset;
2017
2018 if ( ( m_SyncParts02 & mask ) > 0 )
2019 {
2020 return true;
2021 }
2022 }
2023 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2024 {
2025 offset = ( part_id % 63 );
2026 mask = 1 << offset;
2027
2028 if ( ( m_SyncParts03 & mask ) > 0 )
2029 {
2030 return true;
2031 }
2032 }
2033
2034 return false;
2035 }
2036
2037 protected void RegisterActionForSync( int part_id, int action_id )
2038 {
2039 m_InteractedPartId = part_id;
2040 m_PerformedActionId = action_id;
2041 }
2042
2043 protected void ResetActionSyncData()
2044 {
2045 //reset data
2046 m_InteractedPartId = -1;
2048 }
2049
2050 protected void SetActionFromSyncData()
2051 {
2052 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2053 {
2055 int build_action_id = m_PerformedActionId;
2056
2057 switch( build_action_id )
2058 {
2059 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2060 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2061 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2062 }
2063 }
2064 }
2065 //------
2066
2068 {
2069 string key = part.GetPartName();
2070 bool is_base = part.IsBase();
2071 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2072 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2073 if ( is_part_built_sync )
2074 {
2075 if ( !part.IsBuilt() )
2076 {
2077 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2078 GetConstruction().AddToConstructedParts( key );
2079 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2080
2081 if (is_base)
2082 {
2084 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2085 }
2086 }
2087 }
2088 else
2089 {
2090 if ( part.IsBuilt() )
2091 {
2092 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2093 GetConstruction().RemoveFromConstructedParts( key );
2094 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2095
2096 if (is_base)
2097 {
2099 AddProxyPhysics( ANIMATION_DEPLOYED );
2100 }
2101 }
2102 }
2103
2104 //check slot lock for material attachments
2105 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2106 }
2107
2108 //set construction parts based on synchronized data
2110 {
2111 Construction construction = GetConstruction();
2112 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2113
2114 for ( int i = 0; i < construction_parts.Count(); ++i )
2115 {
2116 string key = construction_parts.GetKey( i );
2117 ConstructionPart value = construction_parts.Get( key );
2118 SetPartFromSyncData(value);
2119 }
2120
2121 //regenerate navmesh
2122 UpdateNavmesh();
2123 }
2124
2125 protected ConstructionPart GetConstructionPartById( int id )
2126 {
2127 Construction construction = GetConstruction();
2128 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2129
2130 for ( int i = 0; i < construction_parts.Count(); ++i )
2131 {
2132 string key = construction_parts.GetKey( i );
2133 ConstructionPart value = construction_parts.Get( key );
2134
2135 if ( value.GetId() == id )
2136 {
2137 return value;
2138 }
2139 }
2140
2141 return NULL;
2142 }
2143 //
2144
2145 //Base
2146 bool HasBase()
2147 {
2148 return m_HasBase;
2149 }
2150
2151 void SetBaseState( bool has_base )
2152 {
2153 m_HasBase = has_base;
2154 }
2155
2156 override bool IsDeployable()
2157 {
2158 return true;
2159 }
2160
2161 bool IsOpened()
2162 {
2163 return false;
2164 }
2165
2166 //--- CONSTRUCTION KIT
2168 {
2169 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2170 if ( m_ConstructionKitHealth > 0 )
2171 {
2172 construction_kit.SetHealth( m_ConstructionKitHealth );
2173 }
2174
2175 return construction_kit;
2176 }
2177
2178 void CreateConstructionKitInHands(notnull PlayerBase player)
2179 {
2180 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2181 if ( m_ConstructionKitHealth > 0 )
2182 {
2183 construction_kit.SetHealth( m_ConstructionKitHealth );
2184 }
2185 }
2186
2187 protected vector GetKitSpawnPosition()
2188 {
2189 return GetPosition();
2190 }
2191
2192 protected string GetConstructionKitType()
2193 {
2194 return "";
2195 }
2196
2197 void DestroyConstructionKit( ItemBase construction_kit )
2198 {
2199 m_ConstructionKitHealth = construction_kit.GetHealth();
2200 g_Game.ObjectDelete( construction_kit );
2201 }
2202
2203 //--- CONSTRUCTION
2204 void DestroyConstruction()
2205 {
2206 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2207 g_Game.ObjectDelete( this );
2208 }
2209
2210 // --- EVENTS
2211 override void EEDelete(EntityAI parent)
2212 {
2213 super.EEDelete(parent);
2214
2215 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2216 {
2217 areaDamage.Destroy();
2218 }
2219
2220 }
2221
2222 override void OnStoreSave( ParamsWriteContext ctx )
2223 {
2224 super.OnStoreSave( ctx );
2225
2226 //sync parts 01
2227 ctx.Write( m_SyncParts01 );
2228 ctx.Write( m_SyncParts02 );
2229 ctx.Write( m_SyncParts03 );
2230
2231 ctx.Write( m_HasBase );
2232 }
2233
2234 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2235 {
2236 if ( !super.OnStoreLoad( ctx, version ) )
2237 return false;
2238
2239 //--- Base building data ---
2240 //Restore synced parts data
2241 if ( !ctx.Read( m_SyncParts01 ) )
2242 {
2243 m_SyncParts01 = 0; //set default
2244 return false;
2245 }
2246 if ( !ctx.Read( m_SyncParts02 ) )
2247 {
2248 m_SyncParts02 = 0; //set default
2249 return false;
2250 }
2251 if ( !ctx.Read( m_SyncParts03 ) )
2252 {
2253 m_SyncParts03 = 0; //set default
2254 return false;
2255 }
2256
2257 //has base
2258 if ( !ctx.Read( m_HasBase ) )
2259 {
2260 m_HasBase = false;
2261 return false;
2262 }
2263 //---
2264
2265 return true;
2266 }
2267
2268 override void AfterStoreLoad()
2269 {
2270 super.AfterStoreLoad();
2271
2273 {
2275 }
2276 }
2277
2279 {
2280 //update server data
2282
2283 //set base state
2284 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2285 SetBaseState( part.IsBuilt() ) ;
2286
2287 //synchronize after load
2289 }
2290
2291 override void OnCreatePhysics()
2292 {
2293 super.OnCreatePhysics();
2294
2295 ConstructionInit();
2297 }
2298
2299 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2300 {
2302 return;
2303
2304 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2305 }
2306
2307 override void EEOnAfterLoad()
2308 {
2310 {
2311 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2312 }
2313
2314 super.EEOnAfterLoad();
2315 }
2316
2317 override void EEItemAttached( EntityAI item, string slot_name )
2318 {
2319 super.EEItemAttached( item, slot_name );
2320
2321 CheckForHybridAttachments( item, slot_name );
2322 UpdateVisuals();
2323 UpdateAttachmentPhysics( slot_name, false );
2324 }
2325
2326 override void EEItemDetached( EntityAI item, string slot_name )
2327 {
2328 super.EEItemDetached( item, slot_name );
2329
2330 UpdateVisuals();
2331 UpdateAttachmentPhysics( slot_name, false );
2332 }
2333
2334 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2335 {
2336 string slot_name = InventorySlots.GetSlotName( slotId );
2337 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2338
2339 UpdateAttachmentVisuals( slot_name, locked );
2340 UpdateAttachmentPhysics( slot_name, locked );
2341 }
2342
2343 //ignore out of reach condition
2344 override bool IgnoreOutOfReachCondition()
2345 {
2346 return true;
2347 }
2348
2349 //CONSTRUCTION EVENTS
2350 //Build
2351 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2352 {
2353 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2354
2355 //check base state
2356 if (construtionPart.IsBase())
2357 {
2358 SetBaseState(true);
2359
2360 //spawn kit
2362 }
2363
2364 //register constructed parts for synchronization
2365 RegisterPartForSync(construtionPart.GetId());
2366
2367 //register action that was performed on part
2368 RegisterActionForSync(construtionPart.GetId(), action_id);
2369
2370 //synchronize
2372
2373 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2374
2375 UpdateNavmesh();
2376
2377 //update visuals
2378 UpdateVisuals();
2379
2380 //reset action sync data
2381 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2382 }
2383
2384 void OnPartBuiltClient(string part_name, int action_id)
2385 {
2386 //play sound
2387 SoundBuildStart( part_name );
2388 }
2389
2390 //Dismantle
2391 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2392 {
2393 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2394 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2395
2396 //register constructed parts for synchronization
2397 UnregisterPartForSync(construtionPart.GetId());
2398
2399 //register action that was performed on part
2400 RegisterActionForSync(construtionPart.GetId(), action_id);
2401
2402 //synchronize
2404
2405 // server part of sync, client will be synced from SetPartsFromSyncData
2406 SetPartFromSyncData(construtionPart);
2407
2408 UpdateNavmesh();
2409
2410 //update visuals
2411 UpdateVisuals();
2412
2413 //reset action sync data
2414 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2415
2416 //check base state
2417 if (construtionPart.IsBase())
2418 {
2419 //Destroy construction
2420 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2421 }
2422 }
2423
2424 void OnPartDismantledClient( string part_name, int action_id )
2425 {
2426 //play sound
2427 SoundDismantleStart( part_name );
2428 }
2429
2430 //Destroy
2431 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2432 {
2433 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2434 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2435
2436 //register constructed parts for synchronization
2437 UnregisterPartForSync(construtionPart.GetId());
2438
2439 //register action that was performed on part
2440 RegisterActionForSync(construtionPart.GetId(), action_id);
2441
2442 //synchronize
2444
2445 // server part of sync, client will be synced from SetPartsFromSyncData
2446 SetPartFromSyncData(construtionPart);
2447
2448 UpdateNavmesh();
2449
2450 //update visuals
2451 UpdateVisuals();
2452
2453 //reset action sync data
2454 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2455
2456 //check base state
2457 if (construtionPart.IsBase())
2458 {
2459 //Destroy construction
2460 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2461 }
2462 }
2463
2464 void OnPartDestroyedClient( string part_name, int action_id )
2465 {
2466 //play sound
2467 SoundDestroyStart( part_name );
2468 }
2469
2470 // --- UPDATE
2471 void InitBaseState()
2472 {
2473 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2474
2475 InitVisuals();
2476 UpdateNavmesh(); //regenerate navmesh
2477 }
2478
2479 void InitVisuals()
2480 {
2481 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2482 //check base
2483 if ( !HasBase() )
2484 {
2485 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2486 }
2487 else
2488 {
2489 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2490 }
2491
2492 GetConstruction().InitVisuals();
2493 }
2494
2495 void UpdateVisuals()
2496 {
2497 array<string> attachmentSlots = new array<string>;
2498
2499 GetAttachmentSlots(this, attachmentSlots);
2500 foreach (string slotName : attachmentSlots)
2501 {
2503 }
2504
2505 //check base
2506 if (!HasBase())
2507 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2508 else
2509 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2510
2511 GetConstruction().UpdateVisuals();
2512 }
2513
2514 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2515 {
2516 string slotNameMounted = slot_name + "_Mounted";
2517 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2518
2519 if (attachment)
2520 {
2521 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2522 if (barbedWire && barbedWire.IsMounted())
2523 CreateAreaDamage(slotNameMounted);
2524 else
2525 DestroyAreaDamage(slotNameMounted);
2526
2527 if (is_locked)
2528 {
2529 SetAnimationPhase(slotNameMounted, 0);
2530 SetAnimationPhase(slot_name, 1);
2531 }
2532 else
2533 {
2534 SetAnimationPhase(slotNameMounted, 1);
2535 SetAnimationPhase(slot_name, 0);
2536 }
2537 }
2538 else
2539 {
2540 SetAnimationPhase(slotNameMounted, 1);
2541 SetAnimationPhase(slot_name, 1);
2542
2543 DestroyAreaDamage(slotNameMounted);
2544 }
2545 }
2546
2547 // avoid calling this function on frequent occasions, it's a massive performance hit
2548 void UpdatePhysics()
2549 {
2551 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2552
2553 array<string> attachmentSlots = new array<string>;
2554 GetAttachmentSlots(this, attachmentSlots);
2555
2557 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2558
2559 foreach (string slotName : attachmentSlots)
2560 {
2562 }
2563
2564 //check base
2565 if (!HasBase())
2566 {
2568 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2569
2570 AddProxyPhysics(ANIMATION_DEPLOYED);
2571 }
2572 else
2573 {
2575 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2576
2577 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2578 }
2579
2580 GetConstruction().UpdatePhysics();
2581 UpdateNavmesh();
2582 }
2583
2584 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2585 {
2586 //checks for invalid appends; hotfix
2587 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2588 return;
2589 //----------------------------------
2590 string slot_name_mounted = slot_name + "_Mounted";
2591 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2592
2593 //remove proxy physics
2594 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2595 RemoveProxyPhysics( slot_name_mounted );
2596 RemoveProxyPhysics( slot_name );
2597
2598 if ( attachment )
2599 {
2600 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2601 if ( is_locked )
2602 {
2603 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2604 AddProxyPhysics( slot_name_mounted );
2605 }
2606 else
2607 {
2608 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2609 AddProxyPhysics( slot_name );
2610 }
2611 }
2612 }
2613
2614 protected void UpdateNavmesh()
2615 {
2616 SetAffectPathgraph( true, false );
2617 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2618 }
2619
2620 override bool CanUseConstruction()
2621 {
2622 return true;
2623 }
2624
2625 override bool CanUseConstructionBuild()
2626 {
2627 return true;
2628 }
2629
2630 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2631 {
2632 if ( attachment )
2633 {
2634 InventoryLocation inventory_location = new InventoryLocation;
2635 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2636
2637 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2638 }
2639
2640 return false;
2641 }
2642
2643 protected bool IsAttachmentSlotLocked( string slot_name )
2644 {
2645 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2646 }
2647
2648 //--- ATTACHMENT SLOTS
2649 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2650 {
2651 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2652 if ( g_Game.ConfigIsExisting( config_path ) )
2653 {
2654 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2655 }
2656 }
2657
2658 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2659 {
2660 return true;
2661 }
2662
2663 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2664 {
2665 return true;
2666 }
2667
2668 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2669 {
2670 return true;
2671 }
2672
2673 // --- INIT
2675 {
2676 m_Construction = new Construction(this);
2677 return m_Construction;
2678 }
2679
2681 {
2682 return m_Construction;
2683 }
2684
2686 {
2687 return Construction.Cast(m_Construction);
2688 }
2689
2691 {
2692 int attachment_count = GetInventory().AttachmentCount();
2693 if ( attachment_count > 0 )
2694 {
2695 if ( HasBase() && attachment_count == 1 )
2696 {
2697 return false;
2698 }
2699
2700 return true;
2701 }
2702
2703 return false;
2704 }
2705
2706 override bool ShowZonesHealth()
2707 {
2708 return true;
2709 }
2710
2711 override bool IsTakeable()
2712 {
2713 return false;
2714 }
2715
2716 //this into/outo parent.Cargo
2717 override bool CanPutInCargo( EntityAI parent )
2718 {
2719 return false;
2720 }
2721
2722 override bool CanRemoveFromCargo( EntityAI parent )
2723 {
2724 return false;
2725 }
2726
2727 //hands
2728 override bool CanPutIntoHands( EntityAI parent )
2729 {
2730 return false;
2731 }
2732
2733 //--- ACTION CONDITIONS
2734 //direction
2735 override bool IsFacingPlayer( PlayerBase player, string selection )
2736 {
2737 return true;
2738 }
2739
2740 override bool IsPlayerInside( PlayerBase player, string selection )
2741 {
2742 return true;
2743 }
2744
2747 {
2748 return false;
2749 }
2750
2751 //roof check
2752 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2753 {
2754 return false;
2755 }
2756
2757 //selection->player distance check
2758 bool HasProperDistance( string selection, PlayerBase player )
2759 {
2760 return true;
2761 }
2762
2763 //folding
2765 {
2766 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2767 {
2768 return false;
2769 }
2770
2771 return true;
2772 }
2773
2775 {
2778
2779 return item;
2780 }
2781
2782 //Damage triggers (barbed wire)
2783 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2784 {
2785 if ( g_Game && g_Game.IsServer() )
2786 {
2787 //destroy area damage if some already exists
2788 DestroyAreaDamage( slot_name );
2789
2790 //create new area damage
2792 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2793
2794 vector min_max[2];
2795 if ( MemoryPointExists( slot_name + "_min" ) )
2796 {
2797 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2798 }
2799 if ( MemoryPointExists( slot_name + "_max" ) )
2800 {
2801 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2802 }
2803
2804 //get proper trigger extents (min<max)
2805 vector extents[2];
2806 GetConstruction().GetTriggerExtents( min_max, extents );
2807
2808 //get box center
2809 vector center;
2810 center = GetConstruction().GetBoxCenter( min_max );
2811 center = ModelToWorld( center );
2812
2813 //rotate center if needed
2815 CalcDamageAreaRotation( rotation_angle, center, orientation );
2816
2817 areaDamage.SetExtents( extents[0], extents[1] );
2818 areaDamage.SetAreaPosition( center );
2819 areaDamage.SetAreaOrientation( orientation );
2820 areaDamage.SetLoopInterval( 1.0 );
2821 areaDamage.SetDeferDuration( 0.2 );
2822 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2823 areaDamage.SetAmmoName( "BarbedWireHit" );
2824 areaDamage.Spawn();
2825
2826 m_DamageTriggers.Insert( slot_name, areaDamage );
2827 }
2828 }
2829
2830 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2831 {
2832 if ( angle_deg != 0 )
2833 {
2834 //orientation
2835 orientation[0] = orientation[0] - angle_deg;
2836
2837 //center
2838 vector rotate_axis;
2839 if ( MemoryPointExists( "rotate_axis" ) )
2840 {
2841 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2842 }
2843 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];
2844 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];
2845 center[0] = r_center_x;
2846 center[2] = r_center_z;
2847 }
2848 }
2849
2850 void DestroyAreaDamage( string slot_name )
2851 {
2852 if (g_Game && g_Game.IsServer())
2853 {
2855 if (m_DamageTriggers.Find(slot_name, areaDamage))
2856 {
2857 if (areaDamage)
2858 {
2859 areaDamage.Destroy();
2860 }
2861
2862 m_DamageTriggers.Remove( slot_name );
2863 }
2864 }
2865 }
2866
2867 override bool IsIgnoredByConstruction()
2868 {
2869 return true;
2870 }
2871
2872 //================================================================
2873 // SOUNDS
2874 //================================================================
2875 protected void SoundBuildStart( string part_name )
2876 {
2877 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2878 }
2879
2880 protected void SoundDismantleStart( string part_name )
2881 {
2882 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2883 }
2884
2885 protected void SoundDestroyStart( string part_name )
2886 {
2887 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2888 }
2889
2890 protected string GetBuildSoundByMaterial( string part_name )
2891 {
2892 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2893
2894 switch ( material_type )
2895 {
2896 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2897 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2898 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2899 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2900 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2901 }
2902
2903 return "";
2904 }
2905
2906 protected string GetDismantleSoundByMaterial( string part_name )
2907 {
2908 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2909
2910 switch ( material_type )
2911 {
2912 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2913 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2914 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2915 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2916 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2917 }
2918
2919 return "";
2920 }
2921
2922 //misc
2923 void CheckForHybridAttachments( EntityAI item, string slot_name )
2924 {
2925 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2926 {
2927 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2928 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2929 {
2930 SetHealth(slot_name,"Health",item.GetHealth());
2931 }
2932 }
2933 }
2934
2935 override int GetDamageSystemVersionChange()
2936 {
2937 return 111;
2938 }
2939
2940 override void SetActions()
2941 {
2942 super.SetActions();
2943
2947 }
2948
2949 protected void DestroyConstructedParts()
2950 {
2951 Construction construction = GetConstruction();
2952 if (!construction)
2953 return;
2954
2955 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2956 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2957 {
2958 ConstructionPart part = constructionParts.GetElement(i);
2959 if (part && part.IsBuilt() && !part.IsUtilityPart())
2960 {
2961 construction.DestroyPartServer(null, part.GetPartName(), -1);
2962 }
2963 }
2964 }
2965
2966 protected void HandleFallingForConstructedParts()
2967 {
2968 Construction construction = GetConstruction();
2969 if (!construction)
2970 return;
2971
2972 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2973 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2974 {
2975 ConstructionPart part = constructionParts.GetElement(i);
2976 if (part && part.IsBuilt() && !part.IsUtilityPart())
2977 {
2978 construction.HandleEntityFalling(part.GetPartName());
2979 }
2980 }
2981 }
2982
2984 override void OnItemFallRebuilding()
2985 {
2986 if (!g_Game.IsServer())
2987 return;
2988
2991
2992 if (DestroyOnFall())
2993 {
2995 {
2997 }
2998 else
2999 {
3001 {
3003 }
3004 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3005 }
3006 }
3007 }
3008
3010 {
3011 if (HasAnyAttachmentsOrCargo())
3012 {
3014 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3015 }
3016 }
3017
3018 //================================================================
3019 // DEBUG
3020 //================================================================
3021
3024 {
3025 return null;
3026 }
3027
3028 override void OnDebugSpawn()
3029 {
3030 FullyBuild();
3031 }
3032
3033 void FullyBuild()
3034 {
3036 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3037
3038 Man p;
3039
3040 #ifdef SERVER
3041 array<Man> players = new array<Man>;
3042 g_Game.GetWorld().GetPlayerList(players);
3043 if (players.Count())
3044 p = players[0];
3045 #else
3046 p = g_Game.GetPlayer();
3047 #endif
3048
3049 foreach (ConstructionPart part : parts)
3050 {
3051 bool excluded = false;
3052 string partName = part.GetPartName();
3053 if (excludes)
3054 {
3055 foreach (string exclude : excludes)
3056 {
3057 if (partName.Contains(exclude))
3058 {
3059 excluded = true;
3060 break;
3061 }
3062 }
3063 }
3064
3065 if (!excluded)
3066 {
3067 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3068 }
3069 }
3070
3071 GetConstruction().UpdateVisuals();
3072 }
3073
3075 //Deprecated code playpen//
3077 [Obsolete("handled in the Construction component directly")]
3078 protected void HandleItemFalling(ConstructionPart part)
3079 {
3080 }
3081
3082 [Obsolete("handled in the Construction component directly")]
3083 protected void ItemFall(vector min, vector max)
3084 {
3085 }
3086
3087 [Obsolete("obsolete debug method")]
3088 protected void DebugCustomState()
3089 {
3090 }
3091}
3092
3093void bsbDebugPrint (string s)
3094{
3095#ifdef BSB_DEBUG
3096 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3097#else
3098 //Print("" + s); // comment/uncomment to hide/see debug logs
3099#endif
3100}
3101void bsbDebugSpam (string s)
3102{
3103#ifdef BSB_DEBUG_SPAM
3104 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3105#else
3106 //Print("" + s); // comment/uncomment to hide/see debug logs
3107#endif
3108}
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