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

◆ InitVisuals()

void bsbDebugPrint::InitVisuals ( )
protected

См. определение в файле BaseBuildingBase.c строка 1965

1967{
1968 const string ANIMATION_DEPLOYED = "Deployed";
1969
1970 float m_ConstructionKitHealth; //stored health value for used construction kit
1971
1972 bool m_HasBase;
1973 //variables for synchronization of base building parts (2x31 is the current limit)
1974 int m_SyncParts01; //synchronization for already built parts (31 parts)
1975 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1976 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1977 int m_InteractedPartId; //construction part id that an action was performed on
1978 int m_PerformedActionId; //action id that was performed on a construction part
1979 protected ref ConstructionBasic m_Construction;
1980
1981 //Sounds
1982 //build
1983 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1984 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1985 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1986 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1987 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1988 //dismantle
1989 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1990 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1991 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1992 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1993 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1994
1995 protected EffectSound m_Sound;
1996
2000
2001 // Constructor
2002 void BaseBuildingBase()
2003 {
2005
2006 //synchronized variables
2007 RegisterNetSyncVariableInt( "m_SyncParts01" );
2008 RegisterNetSyncVariableInt( "m_SyncParts02" );
2009 RegisterNetSyncVariableInt( "m_SyncParts03" );
2010 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2011 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2012 RegisterNetSyncVariableBool( "m_HasBase" );
2013
2014 //Construction init
2015 ConstructionInit();
2016
2017 if (ConfigIsExisting("hybridAttachments"))
2018 {
2020 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2021 }
2022 if (ConfigIsExisting("mountables"))
2023 {
2025 ConfigGetTextArray("mountables", m_Mountables);
2026 }
2027
2028 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2029 SetAllowDamage(true);
2030 }
2031
2032 override string GetInvulnerabilityTypeString()
2033 {
2034 return "disableBaseDamage";
2035 }
2036
2037 override bool CanObstruct()
2038 {
2039 return true;
2040 }
2041
2042 override int GetHideIconMask()
2043 {
2044 return EInventoryIconVisibility.HIDE_VICINITY;
2045 }
2046
2047 override void InitItemSounds()
2048 {
2049 super.InitItemSounds();
2050
2052 SoundParameters params = new SoundParameters();
2053 params.m_Loop = true;
2054
2055 if (GetFoldSoundset() != string.Empty)
2056 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2057 if (GetLoopFoldSoundset() != string.Empty)
2058 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2059 }
2060
2061 override string GetFoldSoundset()
2062 {
2063 return "putDown_FenceKit_SoundSet";
2064 }
2065
2066 override string GetLoopFoldSoundset()
2067 {
2068 return "Shelter_Site_Build_Loop_SoundSet";
2069 }
2070
2071 // --- SYNCHRONIZATION
2073 {
2074 if ( g_Game.IsServer() )
2075 {
2076 SetSynchDirty();
2077 }
2078 }
2079
2080 override void OnVariablesSynchronized()
2081 {
2082 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2083 super.OnVariablesSynchronized();
2084
2085 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2086 }
2087
2088 protected void OnSynchronizedClient()
2089 {
2090 //update parts
2092
2093 //update action on part
2095
2096 //update visuals (client)
2097 UpdateVisuals();
2098 }
2099
2100 //parts synchronization
2101 void RegisterPartForSync( int part_id )
2102 {
2103 //part_id must starts from index = 1
2104 int offset;
2105 int mask;
2106
2107 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2108 {
2109 offset = part_id - 1;
2110 mask = 1 << offset;
2111
2112 m_SyncParts01 = m_SyncParts01 | mask;
2113 }
2114 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2115 {
2116 offset = ( part_id % 32 );
2117 mask = 1 << offset;
2118
2119 m_SyncParts02 = m_SyncParts02 | mask;
2120 }
2121 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2122 {
2123 offset = ( part_id % 63 );
2124 mask = 1 << offset;
2125
2126 m_SyncParts03 = m_SyncParts03 | mask;
2127 }
2128 }
2129
2130 void UnregisterPartForSync( int part_id )
2131 {
2132 //part_id must starts from index = 1
2133 int offset;
2134 int mask;
2135
2136 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2137 {
2138 offset = part_id - 1;
2139 mask = 1 << offset;
2140
2141 m_SyncParts01 = m_SyncParts01 & ~mask;
2142 }
2143 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2144 {
2145 offset = ( part_id % 32 );
2146 mask = 1 << offset;
2147
2148 m_SyncParts02 = m_SyncParts02 & ~mask;
2149 }
2150 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2151 {
2152 offset = ( part_id % 63 );
2153 mask = 1 << offset;
2154
2155 m_SyncParts03 = m_SyncParts03 & ~mask;
2156 }
2157 }
2158
2159 bool IsPartBuildInSyncData( int part_id )
2160 {
2161 //part_id must starts from index = 1
2162 int offset;
2163 int mask;
2164
2165 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2166 {
2167 offset = part_id - 1;
2168 mask = 1 << offset;
2169
2170 if ( ( m_SyncParts01 & mask ) > 0 )
2171 {
2172 return true;
2173 }
2174 }
2175 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2176 {
2177 offset = ( part_id % 32 );
2178 mask = 1 << offset;
2179
2180 if ( ( m_SyncParts02 & mask ) > 0 )
2181 {
2182 return true;
2183 }
2184 }
2185 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2186 {
2187 offset = ( part_id % 63 );
2188 mask = 1 << offset;
2189
2190 if ( ( m_SyncParts03 & mask ) > 0 )
2191 {
2192 return true;
2193 }
2194 }
2195
2196 return false;
2197 }
2198
2199 protected void RegisterActionForSync( int part_id, int action_id )
2200 {
2201 m_InteractedPartId = part_id;
2202 m_PerformedActionId = action_id;
2203 }
2204
2205 protected void ResetActionSyncData()
2206 {
2207 //reset data
2208 m_InteractedPartId = -1;
2210 }
2211
2212 protected void SetActionFromSyncData()
2213 {
2214 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2215 {
2217 int build_action_id = m_PerformedActionId;
2218
2219 switch( build_action_id )
2220 {
2221 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2222 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2223 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2224 }
2225 }
2226 }
2227 //------
2228
2230 {
2231 string key = part.GetPartName();
2232 bool is_base = part.IsBase();
2233 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2234 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2235 if ( is_part_built_sync )
2236 {
2237 if ( !part.IsBuilt() )
2238 {
2239 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2240 GetConstruction().AddToConstructedParts( key );
2241 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2242
2243 if (is_base)
2244 {
2246 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2247 }
2248 }
2249 }
2250 else
2251 {
2252 if ( part.IsBuilt() )
2253 {
2254 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2255 GetConstruction().RemoveFromConstructedParts( key );
2256 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2257
2258 if (is_base)
2259 {
2261 AddProxyPhysics( ANIMATION_DEPLOYED );
2262 }
2263 }
2264 }
2265
2266 //check slot lock for material attachments
2267 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2268 }
2269
2270 //set construction parts based on synchronized data
2272 {
2273 Construction construction = GetConstruction();
2274 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2275
2276 for ( int i = 0; i < construction_parts.Count(); ++i )
2277 {
2278 string key = construction_parts.GetKey( i );
2279 ConstructionPart value = construction_parts.Get( key );
2280 SetPartFromSyncData(value);
2281 }
2282
2283 //regenerate navmesh
2284 UpdateNavmesh();
2285 }
2286
2287 protected ConstructionPart GetConstructionPartById( int id )
2288 {
2289 Construction construction = GetConstruction();
2290 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2291
2292 for ( int i = 0; i < construction_parts.Count(); ++i )
2293 {
2294 string key = construction_parts.GetKey( i );
2295 ConstructionPart value = construction_parts.Get( key );
2296
2297 if ( value.GetId() == id )
2298 {
2299 return value;
2300 }
2301 }
2302
2303 return NULL;
2304 }
2305 //
2306
2307 //Base
2308 bool HasBase()
2309 {
2310 return m_HasBase;
2311 }
2312
2313 void SetBaseState( bool has_base )
2314 {
2315 m_HasBase = has_base;
2316 }
2317
2318 override bool IsDeployable()
2319 {
2320 return true;
2321 }
2322
2323 bool IsOpened()
2324 {
2325 return false;
2326 }
2327
2328 //--- CONSTRUCTION KIT
2330 {
2331 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2332 if ( m_ConstructionKitHealth > 0 )
2333 {
2334 construction_kit.SetHealth( m_ConstructionKitHealth );
2335 }
2336
2337 return construction_kit;
2338 }
2339
2340 void CreateConstructionKitInHands(notnull PlayerBase player)
2341 {
2342 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2343 if ( m_ConstructionKitHealth > 0 )
2344 {
2345 construction_kit.SetHealth( m_ConstructionKitHealth );
2346 }
2347 }
2348
2349 protected vector GetKitSpawnPosition()
2350 {
2351 return GetPosition();
2352 }
2353
2354 protected string GetConstructionKitType()
2355 {
2356 return "";
2357 }
2358
2359 void DestroyConstructionKit( ItemBase construction_kit )
2360 {
2361 m_ConstructionKitHealth = construction_kit.GetHealth();
2362 g_Game.ObjectDelete( construction_kit );
2363 }
2364
2365 //--- CONSTRUCTION
2366 void DestroyConstruction()
2367 {
2368 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2369 g_Game.ObjectDelete( this );
2370 }
2371
2372 // --- EVENTS
2373 override void EEDelete(EntityAI parent)
2374 {
2375 super.EEDelete(parent);
2376
2377 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2378 {
2379 areaDamage.Destroy();
2380 }
2381
2382 }
2383
2384 override void OnStoreSave( ParamsWriteContext ctx )
2385 {
2386 super.OnStoreSave( ctx );
2387
2388 //sync parts 01
2389 ctx.Write( m_SyncParts01 );
2390 ctx.Write( m_SyncParts02 );
2391 ctx.Write( m_SyncParts03 );
2392
2393 ctx.Write( m_HasBase );
2394 }
2395
2396 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2397 {
2398 if ( !super.OnStoreLoad( ctx, version ) )
2399 return false;
2400
2401 //--- Base building data ---
2402 //Restore synced parts data
2403 if ( !ctx.Read( m_SyncParts01 ) )
2404 {
2405 m_SyncParts01 = 0; //set default
2406 return false;
2407 }
2408 if ( !ctx.Read( m_SyncParts02 ) )
2409 {
2410 m_SyncParts02 = 0; //set default
2411 return false;
2412 }
2413 if ( !ctx.Read( m_SyncParts03 ) )
2414 {
2415 m_SyncParts03 = 0; //set default
2416 return false;
2417 }
2418
2419 //has base
2420 if ( !ctx.Read( m_HasBase ) )
2421 {
2422 m_HasBase = false;
2423 return false;
2424 }
2425 //---
2426
2427 return true;
2428 }
2429
2430 override void AfterStoreLoad()
2431 {
2432 super.AfterStoreLoad();
2433
2435 {
2437 }
2438 }
2439
2441 {
2442 //update server data
2444
2445 //set base state
2446 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2447 SetBaseState( part.IsBuilt() ) ;
2448
2449 //synchronize after load
2451 }
2452
2453 override void OnCreatePhysics()
2454 {
2455 super.OnCreatePhysics();
2456
2457 ConstructionInit();
2459 }
2460
2461 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2462 {
2464 return;
2465
2466 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2467 }
2468
2469 override void EEOnAfterLoad()
2470 {
2472 {
2473 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2474 }
2475
2476 super.EEOnAfterLoad();
2477 }
2478
2479 override void EEItemAttached( EntityAI item, string slot_name )
2480 {
2481 super.EEItemAttached( item, slot_name );
2482
2483 CheckForHybridAttachments( item, slot_name );
2484 UpdateVisuals();
2485 UpdateAttachmentPhysics( slot_name, false );
2486 }
2487
2488 override void EEItemDetached( EntityAI item, string slot_name )
2489 {
2490 super.EEItemDetached( item, slot_name );
2491
2492 UpdateVisuals();
2493 UpdateAttachmentPhysics( slot_name, false );
2494 }
2495
2496 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2497 {
2498 string slot_name = InventorySlots.GetSlotName( slotId );
2499 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2500
2501 UpdateAttachmentVisuals( slot_name, locked );
2502 UpdateAttachmentPhysics( slot_name, locked );
2503 }
2504
2505 //ignore out of reach condition
2506 override bool IgnoreOutOfReachCondition()
2507 {
2508 return true;
2509 }
2510
2511 //CONSTRUCTION EVENTS
2512 //Build
2513 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2514 {
2515 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2516
2517 //check base state
2518 if (construtionPart.IsBase())
2519 {
2520 SetBaseState(true);
2521
2522 //spawn kit
2524 }
2525
2526 //register constructed parts for synchronization
2527 RegisterPartForSync(construtionPart.GetId());
2528
2529 //register action that was performed on part
2530 RegisterActionForSync(construtionPart.GetId(), action_id);
2531
2532 //synchronize
2534
2535 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2536
2537 UpdateNavmesh();
2538
2539 //update visuals
2540 UpdateVisuals();
2541
2542 //reset action sync data
2543 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2544 }
2545
2546 void OnPartBuiltClient(string part_name, int action_id)
2547 {
2548 //play sound
2549 SoundBuildStart( part_name );
2550 }
2551
2552 //Dismantle
2553 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2554 {
2555 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2556 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2557
2558 //register constructed parts for synchronization
2559 UnregisterPartForSync(construtionPart.GetId());
2560
2561 //register action that was performed on part
2562 RegisterActionForSync(construtionPart.GetId(), action_id);
2563
2564 //synchronize
2566
2567 // server part of sync, client will be synced from SetPartsFromSyncData
2568 SetPartFromSyncData(construtionPart);
2569
2570 UpdateNavmesh();
2571
2572 //update visuals
2573 UpdateVisuals();
2574
2575 //reset action sync data
2576 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2577
2578 //check base state
2579 if (construtionPart.IsBase())
2580 {
2581 //Destroy construction
2582 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2583 }
2584 }
2585
2586 void OnPartDismantledClient( string part_name, int action_id )
2587 {
2588 //play sound
2589 SoundDismantleStart( part_name );
2590 }
2591
2592 //Destroy
2593 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2594 {
2595 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2596 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2597
2598 //register constructed parts for synchronization
2599 UnregisterPartForSync(construtionPart.GetId());
2600
2601 //register action that was performed on part
2602 RegisterActionForSync(construtionPart.GetId(), action_id);
2603
2604 //synchronize
2606
2607 // server part of sync, client will be synced from SetPartsFromSyncData
2608 SetPartFromSyncData(construtionPart);
2609
2610 UpdateNavmesh();
2611
2612 //update visuals
2613 UpdateVisuals();
2614
2615 //reset action sync data
2616 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2617
2618 //check base state
2619 if (construtionPart.IsBase())
2620 {
2621 //Destroy construction
2622 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2623 }
2624 }
2625
2626 void OnPartDestroyedClient( string part_name, int action_id )
2627 {
2628 //play sound
2629 SoundDestroyStart( part_name );
2630 }
2631
2632 // --- UPDATE
2633 void InitBaseState()
2634 {
2635 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2636
2637 InitVisuals();
2638 UpdateNavmesh(); //regenerate navmesh
2639 }
2640
2641 void InitVisuals()
2642 {
2643 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2644 //check base
2645 if ( !HasBase() )
2646 {
2647 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2648 }
2649 else
2650 {
2651 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2652 }
2653
2654 GetConstruction().InitVisuals();
2655 }
2656
2657 void UpdateVisuals()
2658 {
2659 array<string> attachmentSlots = new array<string>;
2660
2661 GetAttachmentSlots(this, attachmentSlots);
2662 foreach (string slotName : attachmentSlots)
2663 {
2665 }
2666
2667 //check base
2668 if (!HasBase())
2669 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2670 else
2671 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2672
2673 GetConstruction().UpdateVisuals();
2674 }
2675
2676 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2677 {
2678 string slotNameMounted = slot_name + "_Mounted";
2679 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2680
2681 if (attachment)
2682 {
2683 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2684 if (barbedWire && barbedWire.IsMounted())
2685 CreateAreaDamage(slotNameMounted);
2686 else
2687 DestroyAreaDamage(slotNameMounted);
2688
2689 if (is_locked)
2690 {
2691 SetAnimationPhase(slotNameMounted, 0);
2692 SetAnimationPhase(slot_name, 1);
2693 }
2694 else
2695 {
2696 SetAnimationPhase(slotNameMounted, 1);
2697 SetAnimationPhase(slot_name, 0);
2698 }
2699 }
2700 else
2701 {
2702 SetAnimationPhase(slotNameMounted, 1);
2703 SetAnimationPhase(slot_name, 1);
2704
2705 DestroyAreaDamage(slotNameMounted);
2706 }
2707 }
2708
2709 // avoid calling this function on frequent occasions, it's a massive performance hit
2710 void UpdatePhysics()
2711 {
2713 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2714
2715 array<string> attachmentSlots = new array<string>;
2716 GetAttachmentSlots(this, attachmentSlots);
2717
2719 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2720
2721 foreach (string slotName : attachmentSlots)
2722 {
2724 }
2725
2726 //check base
2727 if (!HasBase())
2728 {
2730 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2731
2732 AddProxyPhysics(ANIMATION_DEPLOYED);
2733 }
2734 else
2735 {
2737 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2738
2739 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2740 }
2741
2742 GetConstruction().UpdatePhysics();
2743 UpdateNavmesh();
2744 }
2745
2746 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2747 {
2748 //checks for invalid appends; hotfix
2749 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2750 return;
2751 //----------------------------------
2752 string slot_name_mounted = slot_name + "_Mounted";
2753 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2754
2755 //remove proxy physics
2756 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2757 RemoveProxyPhysics( slot_name_mounted );
2758 RemoveProxyPhysics( slot_name );
2759
2760 if ( attachment )
2761 {
2762 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2763 if ( is_locked )
2764 {
2765 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2766 AddProxyPhysics( slot_name_mounted );
2767 }
2768 else
2769 {
2770 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2771 AddProxyPhysics( slot_name );
2772 }
2773 }
2774 }
2775
2776 protected void UpdateNavmesh()
2777 {
2778 SetAffectPathgraph( true, false );
2779 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2780 }
2781
2782 override bool CanUseConstruction()
2783 {
2784 return true;
2785 }
2786
2787 override bool CanUseConstructionBuild()
2788 {
2789 return true;
2790 }
2791
2792 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2793 {
2794 if ( attachment )
2795 {
2796 InventoryLocation inventory_location = new InventoryLocation;
2797 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2798
2799 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2800 }
2801
2802 return false;
2803 }
2804
2805 protected bool IsAttachmentSlotLocked( string slot_name )
2806 {
2807 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2808 }
2809
2810 //--- ATTACHMENT SLOTS
2811 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2812 {
2813 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2814 if ( g_Game.ConfigIsExisting( config_path ) )
2815 {
2816 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2817 }
2818 }
2819
2820 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2821 {
2822 return true;
2823 }
2824
2825 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2826 {
2827 return true;
2828 }
2829
2830 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2831 {
2832 return true;
2833 }
2834
2835 // --- INIT
2837 {
2838 m_Construction = new Construction(this);
2839 return m_Construction;
2840 }
2841
2843 {
2844 return m_Construction;
2845 }
2846
2848 {
2849 return Construction.Cast(m_Construction);
2850 }
2851
2853 {
2854 int attachment_count = GetInventory().AttachmentCount();
2855 if ( attachment_count > 0 )
2856 {
2857 if ( HasBase() && attachment_count == 1 )
2858 {
2859 return false;
2860 }
2861
2862 return true;
2863 }
2864
2865 return false;
2866 }
2867
2868 override bool ShowZonesHealth()
2869 {
2870 return true;
2871 }
2872
2873 override bool IsTakeable()
2874 {
2875 return false;
2876 }
2877
2878 //this into/outo parent.Cargo
2879 override bool CanPutInCargo( EntityAI parent )
2880 {
2881 return false;
2882 }
2883
2884 override bool CanRemoveFromCargo( EntityAI parent )
2885 {
2886 return false;
2887 }
2888
2889 //hands
2890 override bool CanPutIntoHands( EntityAI parent )
2891 {
2892 return false;
2893 }
2894
2895 //--- ACTION CONDITIONS
2896 //direction
2897 override bool IsFacingPlayer( PlayerBase player, string selection )
2898 {
2899 return true;
2900 }
2901
2902 override bool IsPlayerInside( PlayerBase player, string selection )
2903 {
2904 return true;
2905 }
2906
2909 {
2910 return false;
2911 }
2912
2913 //roof check
2914 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2915 {
2916 return false;
2917 }
2918
2919 //selection->player distance check
2920 bool HasProperDistance( string selection, PlayerBase player )
2921 {
2922 return true;
2923 }
2924
2925 //folding
2927 {
2928 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2929 {
2930 return false;
2931 }
2932
2933 return true;
2934 }
2935
2937 {
2940
2941 return item;
2942 }
2943
2944 //Damage triggers (barbed wire)
2945 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2946 {
2947 if ( g_Game && g_Game.IsServer() )
2948 {
2949 //destroy area damage if some already exists
2950 DestroyAreaDamage( slot_name );
2951
2952 //create new area damage
2954 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2955
2956 vector min_max[2];
2957 if ( MemoryPointExists( slot_name + "_min" ) )
2958 {
2959 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2960 }
2961 if ( MemoryPointExists( slot_name + "_max" ) )
2962 {
2963 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2964 }
2965
2966 //get proper trigger extents (min<max)
2967 vector extents[2];
2968 GetConstruction().GetTriggerExtents( min_max, extents );
2969
2970 //get box center
2971 vector center;
2972 center = GetConstruction().GetBoxCenter( min_max );
2973 center = ModelToWorld( center );
2974
2975 //rotate center if needed
2977 CalcDamageAreaRotation( rotation_angle, center, orientation );
2978
2979 areaDamage.SetExtents( extents[0], extents[1] );
2980 areaDamage.SetAreaPosition( center );
2981 areaDamage.SetAreaOrientation( orientation );
2982 areaDamage.SetLoopInterval( 1.0 );
2983 areaDamage.SetDeferDuration( 0.2 );
2984 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2985 areaDamage.SetAmmoName( "BarbedWireHit" );
2986 areaDamage.Spawn();
2987
2988 m_DamageTriggers.Insert( slot_name, areaDamage );
2989 }
2990 }
2991
2992 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2993 {
2994 if ( angle_deg != 0 )
2995 {
2996 //orientation
2997 orientation[0] = orientation[0] - angle_deg;
2998
2999 //center
3000 vector rotate_axis;
3001 if ( MemoryPointExists( "rotate_axis" ) )
3002 {
3003 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3004 }
3005 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];
3006 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];
3007 center[0] = r_center_x;
3008 center[2] = r_center_z;
3009 }
3010 }
3011
3012 void DestroyAreaDamage( string slot_name )
3013 {
3014 if (g_Game && g_Game.IsServer())
3015 {
3017 if (m_DamageTriggers.Find(slot_name, areaDamage))
3018 {
3019 if (areaDamage)
3020 {
3021 areaDamage.Destroy();
3022 }
3023
3024 m_DamageTriggers.Remove( slot_name );
3025 }
3026 }
3027 }
3028
3029 override bool IsIgnoredByConstruction()
3030 {
3031 return true;
3032 }
3033
3034 //================================================================
3035 // SOUNDS
3036 //================================================================
3037 protected void SoundBuildStart( string part_name )
3038 {
3039 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3040 }
3041
3042 protected void SoundDismantleStart( string part_name )
3043 {
3044 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3045 }
3046
3047 protected void SoundDestroyStart( string part_name )
3048 {
3049 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3050 }
3051
3052 protected string GetBuildSoundByMaterial( string part_name )
3053 {
3054 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3055
3056 switch ( material_type )
3057 {
3058 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3059 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3060 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3061 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3062 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3063 }
3064
3065 return "";
3066 }
3067
3068 protected string GetDismantleSoundByMaterial( string part_name )
3069 {
3070 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3071
3072 switch ( material_type )
3073 {
3074 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3075 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3076 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3077 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3078 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3079 }
3080
3081 return "";
3082 }
3083
3084 //misc
3085 void CheckForHybridAttachments( EntityAI item, string slot_name )
3086 {
3087 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3088 {
3089 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3090 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3091 {
3092 SetHealth(slot_name,"Health",item.GetHealth());
3093 }
3094 }
3095 }
3096
3097 override int GetDamageSystemVersionChange()
3098 {
3099 return 111;
3100 }
3101
3102 override void SetActions()
3103 {
3104 super.SetActions();
3105
3109 }
3110
3111 protected void DestroyConstructedParts()
3112 {
3113 Construction construction = GetConstruction();
3114 if (!construction)
3115 return;
3116
3117 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3118 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3119 {
3120 ConstructionPart part = constructionParts.GetElement(i);
3121 if (part && part.IsBuilt() && !part.IsUtilityPart())
3122 {
3123 construction.DestroyPartServer(null, part.GetPartName(), -1);
3124 }
3125 }
3126 }
3127
3128 protected void HandleFallingForConstructedParts()
3129 {
3130 Construction construction = GetConstruction();
3131 if (!construction)
3132 return;
3133
3134 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3135 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3136 {
3137 ConstructionPart part = constructionParts.GetElement(i);
3138 if (part && part.IsBuilt() && !part.IsUtilityPart())
3139 {
3140 construction.HandleEntityFalling(part.GetPartName());
3141 }
3142 }
3143 }
3144
3146 override void OnItemFallRebuilding()
3147 {
3148 if (!g_Game.IsServer())
3149 return;
3150
3153
3154 if (DestroyOnFall())
3155 {
3157 {
3159 }
3160 else
3161 {
3163 {
3165 }
3166 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3167 }
3168 }
3169 }
3170
3172 {
3173 if (HasAnyAttachmentsOrCargo())
3174 {
3176 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3177 }
3178 }
3179
3180 //================================================================
3181 // DEBUG
3182 //================================================================
3183
3186 {
3187 return null;
3188 }
3189
3190 override void OnDebugSpawn()
3191 {
3192 FullyBuild();
3193 }
3194
3195 void FullyBuild()
3196 {
3198 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3199
3200 Man p;
3201
3202 #ifdef SERVER
3203 array<Man> players = new array<Man>;
3204 g_Game.GetWorld().GetPlayerList(players);
3205 if (players.Count())
3206 p = players[0];
3207 #else
3208 p = g_Game.GetPlayer();
3209 #endif
3210
3211 foreach (ConstructionPart part : parts)
3212 {
3213 bool excluded = false;
3214 string partName = part.GetPartName();
3215 if (excludes)
3216 {
3217 foreach (string exclude : excludes)
3218 {
3219 if (partName.Contains(exclude))
3220 {
3221 excluded = true;
3222 break;
3223 }
3224 }
3225 }
3226
3227 if (!excluded)
3228 {
3229 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3230 }
3231 }
3232
3233 GetConstruction().UpdateVisuals();
3234 }
3235
3237 //Deprecated code playpen//
3239 [Obsolete("handled in the Construction component directly")]
3240 protected void HandleItemFalling(ConstructionPart part)
3241 {
3242 }
3243
3244 [Obsolete("handled in the Construction component directly")]
3245 protected void ItemFall(vector min, vector max)
3246 {
3247 }
3248
3249 [Obsolete("obsolete debug method")]
3250 protected void DebugCustomState()
3251 {
3252 }
3253}
3254
3255void bsbDebugPrint (string s)
3256{
3257#ifdef BSB_DEBUG
3258 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3259#else
3260 //Print("" + s); // comment/uncomment to hide/see debug logs
3261#endif
3262}
3263void bsbDebugSpam (string s)
3264{
3265#ifdef BSB_DEBUG_SPAM
3266 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3267#else
3268 //Print("" + s); // comment/uncomment to hide/see debug logs
3269#endif
3270}
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