DayZ 1.30
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◆ FoldBaseBuildingObject()

ItemBase bsbDebugPrint::FoldBaseBuildingObject ( )
protected

См. определение в файле BaseBuildingBase.c строка 2260

2262{
2263 const string ANIMATION_DEPLOYED = "Deployed";
2264
2265 float m_ConstructionKitHealth; //stored health value for used construction kit
2266
2267 bool m_HasBase;
2268 //variables for synchronization of base building parts (2x31 is the current limit)
2269 int m_SyncParts01; //synchronization for already built parts (31 parts)
2270 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2271 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2272 int m_InteractedPartId; //construction part id that an action was performed on
2273 int m_PerformedActionId; //action id that was performed on a construction part
2274 protected ref ConstructionBasic m_Construction;
2275
2276 //Sounds
2277 //build
2278 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2279 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2280 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2281 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2282 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2283 //dismantle
2284 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2285 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2286 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2287 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2288 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2289
2290 protected EffectSound m_Sound;
2291
2295
2296 // Constructor
2297 void BaseBuildingBase()
2298 {
2300
2301 //synchronized variables
2302 RegisterNetSyncVariableInt( "m_SyncParts01" );
2303 RegisterNetSyncVariableInt( "m_SyncParts02" );
2304 RegisterNetSyncVariableInt( "m_SyncParts03" );
2305 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2306 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2307 RegisterNetSyncVariableBool( "m_HasBase" );
2308
2309 //Construction init
2310 ConstructionInit();
2311
2312 if (ConfigIsExisting("hybridAttachments"))
2313 {
2315 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2316 }
2317 if (ConfigIsExisting("mountables"))
2318 {
2320 ConfigGetTextArray("mountables", m_Mountables);
2321 }
2322
2323 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2324 SetAllowDamage(true);
2325 }
2326
2327 override string GetInvulnerabilityTypeString()
2328 {
2329 return "disableBaseDamage";
2330 }
2331
2332 override bool CanObstruct()
2333 {
2334 return true;
2335 }
2336
2337 override int GetHideIconMask()
2338 {
2339 return EInventoryIconVisibility.HIDE_VICINITY;
2340 }
2341
2342 override void InitItemSounds()
2343 {
2344 super.InitItemSounds();
2345
2347 SoundParameters params = new SoundParameters();
2348 params.m_Loop = true;
2349
2350 if (GetFoldSoundset() != string.Empty)
2351 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2352 if (GetLoopFoldSoundset() != string.Empty)
2353 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2354 }
2355
2356 override string GetFoldSoundset()
2357 {
2358 return "putDown_FenceKit_SoundSet";
2359 }
2360
2361 override string GetLoopFoldSoundset()
2362 {
2363 return "Shelter_Site_Build_Loop_SoundSet";
2364 }
2365
2366 // --- SYNCHRONIZATION
2368 {
2369 if ( g_Game.IsServer() )
2370 {
2371 SetSynchDirty();
2372 }
2373 }
2374
2375 override void OnVariablesSynchronized()
2376 {
2377 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2378 super.OnVariablesSynchronized();
2379
2380 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2381 }
2382
2383 protected void OnSynchronizedClient()
2384 {
2385 //update parts
2387
2388 //update action on part
2390
2391 //update visuals (client)
2392 UpdateVisuals();
2393 }
2394
2395 //parts synchronization
2396 void RegisterPartForSync( int part_id )
2397 {
2398 //part_id must starts from index = 1
2399 int offset;
2400 int mask;
2401
2402 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2403 {
2404 offset = part_id - 1;
2405 mask = 1 << offset;
2406
2407 m_SyncParts01 = m_SyncParts01 | mask;
2408 }
2409 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2410 {
2411 offset = ( part_id % 32 );
2412 mask = 1 << offset;
2413
2414 m_SyncParts02 = m_SyncParts02 | mask;
2415 }
2416 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2417 {
2418 offset = ( part_id % 63 );
2419 mask = 1 << offset;
2420
2421 m_SyncParts03 = m_SyncParts03 | mask;
2422 }
2423 }
2424
2425 void UnregisterPartForSync( int part_id )
2426 {
2427 //part_id must starts from index = 1
2428 int offset;
2429 int mask;
2430
2431 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2432 {
2433 offset = part_id - 1;
2434 mask = 1 << offset;
2435
2436 m_SyncParts01 = m_SyncParts01 & ~mask;
2437 }
2438 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2439 {
2440 offset = ( part_id % 32 );
2441 mask = 1 << offset;
2442
2443 m_SyncParts02 = m_SyncParts02 & ~mask;
2444 }
2445 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2446 {
2447 offset = ( part_id % 63 );
2448 mask = 1 << offset;
2449
2450 m_SyncParts03 = m_SyncParts03 & ~mask;
2451 }
2452 }
2453
2454 bool IsPartBuildInSyncData( int part_id )
2455 {
2456 //part_id must starts from index = 1
2457 int offset;
2458 int mask;
2459
2460 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2461 {
2462 offset = part_id - 1;
2463 mask = 1 << offset;
2464
2465 if ( ( m_SyncParts01 & mask ) > 0 )
2466 {
2467 return true;
2468 }
2469 }
2470 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2471 {
2472 offset = ( part_id % 32 );
2473 mask = 1 << offset;
2474
2475 if ( ( m_SyncParts02 & mask ) > 0 )
2476 {
2477 return true;
2478 }
2479 }
2480 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2481 {
2482 offset = ( part_id % 63 );
2483 mask = 1 << offset;
2484
2485 if ( ( m_SyncParts03 & mask ) > 0 )
2486 {
2487 return true;
2488 }
2489 }
2490
2491 return false;
2492 }
2493
2494 protected void RegisterActionForSync( int part_id, int action_id )
2495 {
2496 m_InteractedPartId = part_id;
2497 m_PerformedActionId = action_id;
2498 }
2499
2500 protected void ResetActionSyncData()
2501 {
2502 //reset data
2503 m_InteractedPartId = -1;
2505 }
2506
2507 protected void SetActionFromSyncData()
2508 {
2509 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2510 {
2512 int build_action_id = m_PerformedActionId;
2513
2514 switch( build_action_id )
2515 {
2516 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2517 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2518 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2519 }
2520 }
2521 }
2522 //------
2523
2525 {
2526 string key = part.GetPartName();
2527 bool is_base = part.IsBase();
2528 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2529 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2530 if ( is_part_built_sync )
2531 {
2532 if ( !part.IsBuilt() )
2533 {
2534 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2535 GetConstruction().AddToConstructedParts( key );
2536 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2537
2538 if (is_base)
2539 {
2541 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2542 }
2543 }
2544 }
2545 else
2546 {
2547 if ( part.IsBuilt() )
2548 {
2549 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2550 GetConstruction().RemoveFromConstructedParts( key );
2551 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2552
2553 if (is_base)
2554 {
2556 AddProxyPhysics( ANIMATION_DEPLOYED );
2557 }
2558 }
2559 }
2560
2561 //check slot lock for material attachments
2562 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2563 }
2564
2565 //set construction parts based on synchronized data
2567 {
2568 Construction construction = GetConstruction();
2569 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2570
2571 for ( int i = 0; i < construction_parts.Count(); ++i )
2572 {
2573 string key = construction_parts.GetKey( i );
2574 ConstructionPart value = construction_parts.Get( key );
2575 SetPartFromSyncData(value);
2576 }
2577
2578 //regenerate navmesh
2579 UpdateNavmesh();
2580 }
2581
2582 protected ConstructionPart GetConstructionPartById( int id )
2583 {
2584 Construction construction = GetConstruction();
2585 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2586
2587 for ( int i = 0; i < construction_parts.Count(); ++i )
2588 {
2589 string key = construction_parts.GetKey( i );
2590 ConstructionPart value = construction_parts.Get( key );
2591
2592 if ( value.GetId() == id )
2593 {
2594 return value;
2595 }
2596 }
2597
2598 return NULL;
2599 }
2600 //
2601
2602 //Base
2603 bool HasBase()
2604 {
2605 return m_HasBase;
2606 }
2607
2608 void SetBaseState( bool has_base )
2609 {
2610 m_HasBase = has_base;
2611 }
2612
2613 override bool IsDeployable()
2614 {
2615 return true;
2616 }
2617
2618 bool IsOpened()
2619 {
2620 return false;
2621 }
2622
2623 //--- CONSTRUCTION KIT
2625 {
2626 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2627 if ( m_ConstructionKitHealth > 0 )
2628 {
2629 construction_kit.SetHealth( m_ConstructionKitHealth );
2630 }
2631
2632 return construction_kit;
2633 }
2634
2635 void CreateConstructionKitInHands(notnull PlayerBase player)
2636 {
2637 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2638 if ( m_ConstructionKitHealth > 0 )
2639 {
2640 construction_kit.SetHealth( m_ConstructionKitHealth );
2641 }
2642 }
2643
2644 protected vector GetKitSpawnPosition()
2645 {
2646 return GetPosition();
2647 }
2648
2649 protected string GetConstructionKitType()
2650 {
2651 return "";
2652 }
2653
2654 void DestroyConstructionKit( ItemBase construction_kit )
2655 {
2656 m_ConstructionKitHealth = construction_kit.GetHealth();
2657 g_Game.ObjectDelete( construction_kit );
2658 }
2659
2660 //--- CONSTRUCTION
2661 void DestroyConstruction()
2662 {
2663 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2664 g_Game.ObjectDelete( this );
2665 }
2666
2667 // --- EVENTS
2668 override void EEDelete(EntityAI parent)
2669 {
2670 super.EEDelete(parent);
2671
2672 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2673 {
2674 areaDamage.Destroy();
2675 }
2676
2677 }
2678
2679 override void OnStoreSave( ParamsWriteContext ctx )
2680 {
2681 super.OnStoreSave( ctx );
2682
2683 //sync parts 01
2684 ctx.Write( m_SyncParts01 );
2685 ctx.Write( m_SyncParts02 );
2686 ctx.Write( m_SyncParts03 );
2687
2688 ctx.Write( m_HasBase );
2689 }
2690
2691 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2692 {
2693 if ( !super.OnStoreLoad( ctx, version ) )
2694 return false;
2695
2696 //--- Base building data ---
2697 //Restore synced parts data
2698 if ( !ctx.Read( m_SyncParts01 ) )
2699 {
2700 m_SyncParts01 = 0; //set default
2701 return false;
2702 }
2703 if ( !ctx.Read( m_SyncParts02 ) )
2704 {
2705 m_SyncParts02 = 0; //set default
2706 return false;
2707 }
2708 if ( !ctx.Read( m_SyncParts03 ) )
2709 {
2710 m_SyncParts03 = 0; //set default
2711 return false;
2712 }
2713
2714 //has base
2715 if ( !ctx.Read( m_HasBase ) )
2716 {
2717 m_HasBase = false;
2718 return false;
2719 }
2720 //---
2721
2722 return true;
2723 }
2724
2725 override void AfterStoreLoad()
2726 {
2727 super.AfterStoreLoad();
2728
2730 {
2732 }
2733 }
2734
2736 {
2737 //update server data
2739
2740 //set base state
2741 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2742 SetBaseState( part.IsBuilt() ) ;
2743
2744 //synchronize after load
2746 }
2747
2748 override void OnCreatePhysics()
2749 {
2750 super.OnCreatePhysics();
2751
2752 ConstructionInit();
2754 }
2755
2756 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2757 {
2759 return;
2760
2761 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2762 }
2763
2764 override void EEOnAfterLoad()
2765 {
2767 {
2768 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2769 }
2770
2771 super.EEOnAfterLoad();
2772 }
2773
2774 override void EEItemAttached( EntityAI item, string slot_name )
2775 {
2776 super.EEItemAttached( item, slot_name );
2777
2778 CheckForHybridAttachments( item, slot_name );
2779 UpdateVisuals();
2780 UpdateAttachmentPhysics( slot_name, false );
2781 }
2782
2783 override void EEItemDetached( EntityAI item, string slot_name )
2784 {
2785 super.EEItemDetached( item, slot_name );
2786
2787 UpdateVisuals();
2788 UpdateAttachmentPhysics( slot_name, false );
2789 }
2790
2791 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2792 {
2793 string slot_name = InventorySlots.GetSlotName( slotId );
2794 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2795
2796 UpdateAttachmentVisuals( slot_name, locked );
2797 UpdateAttachmentPhysics( slot_name, locked );
2798 }
2799
2800 //ignore out of reach condition
2801 override bool IgnoreOutOfReachCondition()
2802 {
2803 return true;
2804 }
2805
2806 //CONSTRUCTION EVENTS
2807 //Build
2808 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2809 {
2810 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2811
2812 //check base state
2813 if (construtionPart.IsBase())
2814 {
2815 SetBaseState(true);
2816
2817 //spawn kit
2819 }
2820
2821 //register constructed parts for synchronization
2822 RegisterPartForSync(construtionPart.GetId());
2823
2824 //register action that was performed on part
2825 RegisterActionForSync(construtionPart.GetId(), action_id);
2826
2827 //synchronize
2829
2830 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2831
2832 UpdateNavmesh();
2833
2834 //update visuals
2835 UpdateVisuals();
2836
2837 //reset action sync data
2838 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2839 }
2840
2841 void OnPartBuiltClient(string part_name, int action_id)
2842 {
2843 //play sound
2844 SoundBuildStart( part_name );
2845 }
2846
2847 //Dismantle
2848 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2849 {
2850 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2851 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2852
2853 //register constructed parts for synchronization
2854 UnregisterPartForSync(construtionPart.GetId());
2855
2856 //register action that was performed on part
2857 RegisterActionForSync(construtionPart.GetId(), action_id);
2858
2859 //synchronize
2861
2862 // server part of sync, client will be synced from SetPartsFromSyncData
2863 SetPartFromSyncData(construtionPart);
2864
2865 UpdateNavmesh();
2866
2867 //update visuals
2868 UpdateVisuals();
2869
2870 //reset action sync data
2871 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2872
2873 //check base state
2874 if (construtionPart.IsBase())
2875 {
2876 //Destroy construction
2877 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2878 }
2879 }
2880
2881 void OnPartDismantledClient( string part_name, int action_id )
2882 {
2883 //play sound
2884 SoundDismantleStart( part_name );
2885 }
2886
2887 //Destroy
2888 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2889 {
2890 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2891 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2892
2893 //register constructed parts for synchronization
2894 UnregisterPartForSync(construtionPart.GetId());
2895
2896 //register action that was performed on part
2897 RegisterActionForSync(construtionPart.GetId(), action_id);
2898
2899 //synchronize
2901
2902 // server part of sync, client will be synced from SetPartsFromSyncData
2903 SetPartFromSyncData(construtionPart);
2904
2905 UpdateNavmesh();
2906
2907 //update visuals
2908 UpdateVisuals();
2909
2910 //reset action sync data
2911 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2912
2913 //check base state
2914 if (construtionPart.IsBase())
2915 {
2916 //Destroy construction
2917 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2918 }
2919 }
2920
2921 void OnPartDestroyedClient( string part_name, int action_id )
2922 {
2923 //play sound
2924 SoundDestroyStart( part_name );
2925 }
2926
2927 // --- UPDATE
2928 void InitBaseState()
2929 {
2930 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2931
2932 InitVisuals();
2933 UpdateNavmesh(); //regenerate navmesh
2934 }
2935
2936 void InitVisuals()
2937 {
2938 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2939 //check base
2940 if ( !HasBase() )
2941 {
2942 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2943 }
2944 else
2945 {
2946 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2947 }
2948
2949 GetConstruction().InitVisuals();
2950 }
2951
2952 void UpdateVisuals()
2953 {
2954 array<string> attachmentSlots = new array<string>;
2955
2956 GetAttachmentSlots(this, attachmentSlots);
2957 foreach (string slotName : attachmentSlots)
2958 {
2960 }
2961
2962 //check base
2963 if (!HasBase())
2964 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2965 else
2966 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2967
2968 GetConstruction().UpdateVisuals();
2969 }
2970
2971 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2972 {
2973 string slotNameMounted = slot_name + "_Mounted";
2974 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2975
2976 if (attachment)
2977 {
2978 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2979 if (barbedWire && barbedWire.IsMounted())
2980 CreateAreaDamage(slotNameMounted);
2981 else
2982 DestroyAreaDamage(slotNameMounted);
2983
2984 if (is_locked)
2985 {
2986 SetAnimationPhase(slotNameMounted, 0);
2987 SetAnimationPhase(slot_name, 1);
2988 }
2989 else
2990 {
2991 SetAnimationPhase(slotNameMounted, 1);
2992 SetAnimationPhase(slot_name, 0);
2993 }
2994 }
2995 else
2996 {
2997 SetAnimationPhase(slotNameMounted, 1);
2998 SetAnimationPhase(slot_name, 1);
2999
3000 DestroyAreaDamage(slotNameMounted);
3001 }
3002 }
3003
3004 // avoid calling this function on frequent occasions, it's a massive performance hit
3005 void UpdatePhysics()
3006 {
3008 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3009
3010 array<string> attachmentSlots = new array<string>;
3011 GetAttachmentSlots(this, attachmentSlots);
3012
3014 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3015
3016 foreach (string slotName : attachmentSlots)
3017 {
3019 }
3020
3021 //check base
3022 if (!HasBase())
3023 {
3025 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3026
3027 AddProxyPhysics(ANIMATION_DEPLOYED);
3028 }
3029 else
3030 {
3032 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3033
3034 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3035 }
3036
3037 GetConstruction().UpdatePhysics();
3038 UpdateNavmesh();
3039 }
3040
3041 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3042 {
3043 //checks for invalid appends; hotfix
3044 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3045 return;
3046 //----------------------------------
3047 string slot_name_mounted = slot_name + "_Mounted";
3048 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3049
3050 //remove proxy physics
3051 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3052 RemoveProxyPhysics( slot_name_mounted );
3053 RemoveProxyPhysics( slot_name );
3054
3055 if ( attachment )
3056 {
3057 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3058 if ( is_locked )
3059 {
3060 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3061 AddProxyPhysics( slot_name_mounted );
3062 }
3063 else
3064 {
3065 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3066 AddProxyPhysics( slot_name );
3067 }
3068 }
3069 }
3070
3071 protected void UpdateNavmesh()
3072 {
3073 SetAffectPathgraph( true, false );
3074 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3075 }
3076
3077 override bool CanUseConstruction()
3078 {
3079 return true;
3080 }
3081
3082 override bool CanUseConstructionBuild()
3083 {
3084 return true;
3085 }
3086
3087 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3088 {
3089 if ( attachment )
3090 {
3091 InventoryLocation inventory_location = new InventoryLocation;
3092 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3093
3094 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3095 }
3096
3097 return false;
3098 }
3099
3100 protected bool IsAttachmentSlotLocked( string slot_name )
3101 {
3102 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3103 }
3104
3105 //--- ATTACHMENT SLOTS
3106 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3107 {
3108 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3109 if ( g_Game.ConfigIsExisting( config_path ) )
3110 {
3111 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3112 }
3113 }
3114
3115 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3116 {
3117 return true;
3118 }
3119
3120 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3121 {
3122 return true;
3123 }
3124
3125 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3126 {
3127 return true;
3128 }
3129
3130 // --- INIT
3132 {
3133 m_Construction = new Construction(this);
3134 return m_Construction;
3135 }
3136
3138 {
3139 return m_Construction;
3140 }
3141
3143 {
3144 return Construction.Cast(m_Construction);
3145 }
3146
3148 {
3149 int attachment_count = GetInventory().AttachmentCount();
3150 if ( attachment_count > 0 )
3151 {
3152 if ( HasBase() && attachment_count == 1 )
3153 {
3154 return false;
3155 }
3156
3157 return true;
3158 }
3159
3160 return false;
3161 }
3162
3163 override bool ShowZonesHealth()
3164 {
3165 return true;
3166 }
3167
3168 override bool IsTakeable()
3169 {
3170 return false;
3171 }
3172
3173 //this into/outo parent.Cargo
3174 override bool CanPutInCargo( EntityAI parent )
3175 {
3176 return false;
3177 }
3178
3179 override bool CanRemoveFromCargo( EntityAI parent )
3180 {
3181 return false;
3182 }
3183
3184 //hands
3185 override bool CanPutIntoHands( EntityAI parent )
3186 {
3187 return false;
3188 }
3189
3190 //--- ACTION CONDITIONS
3191 //direction
3192 override bool IsFacingPlayer( PlayerBase player, string selection )
3193 {
3194 return true;
3195 }
3196
3197 override bool IsPlayerInside( PlayerBase player, string selection )
3198 {
3199 return true;
3200 }
3201
3204 {
3205 return false;
3206 }
3207
3208 //roof check
3209 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3210 {
3211 return false;
3212 }
3213
3214 //selection->player distance check
3215 bool HasProperDistance( string selection, PlayerBase player )
3216 {
3217 return true;
3218 }
3219
3220 //folding
3222 {
3223 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3224 {
3225 return false;
3226 }
3227
3228 return true;
3229 }
3230
3232 {
3235
3236 return item;
3237 }
3238
3239 //Damage triggers (barbed wire)
3240 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3241 {
3242 if ( g_Game && g_Game.IsServer() )
3243 {
3244 //destroy area damage if some already exists
3245 DestroyAreaDamage( slot_name );
3246
3247 //create new area damage
3249 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3250
3251 vector min_max[2];
3252 if ( MemoryPointExists( slot_name + "_min" ) )
3253 {
3254 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3255 }
3256 if ( MemoryPointExists( slot_name + "_max" ) )
3257 {
3258 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3259 }
3260
3261 //get proper trigger extents (min<max)
3262 vector extents[2];
3263 GetConstruction().GetTriggerExtents( min_max, extents );
3264
3265 //get box center
3266 vector center;
3267 center = GetConstruction().GetBoxCenter( min_max );
3268 center = ModelToWorld( center );
3269
3270 //rotate center if needed
3272 CalcDamageAreaRotation( rotation_angle, center, orientation );
3273
3274 areaDamage.SetExtents( extents[0], extents[1] );
3275 areaDamage.SetAreaPosition( center );
3276 areaDamage.SetAreaOrientation( orientation );
3277 areaDamage.SetLoopInterval( 1.0 );
3278 areaDamage.SetDeferDuration( 0.2 );
3279 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3280 areaDamage.SetAmmoName( "BarbedWireHit" );
3281 areaDamage.Spawn();
3282
3283 m_DamageTriggers.Insert( slot_name, areaDamage );
3284 }
3285 }
3286
3287 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3288 {
3289 if ( angle_deg != 0 )
3290 {
3291 //orientation
3292 orientation[0] = orientation[0] - angle_deg;
3293
3294 //center
3295 vector rotate_axis;
3296 if ( MemoryPointExists( "rotate_axis" ) )
3297 {
3298 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3299 }
3300 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];
3301 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];
3302 center[0] = r_center_x;
3303 center[2] = r_center_z;
3304 }
3305 }
3306
3307 void DestroyAreaDamage( string slot_name )
3308 {
3309 if (g_Game && g_Game.IsServer())
3310 {
3312 if (m_DamageTriggers.Find(slot_name, areaDamage))
3313 {
3314 if (areaDamage)
3315 {
3316 areaDamage.Destroy();
3317 }
3318
3319 m_DamageTriggers.Remove( slot_name );
3320 }
3321 }
3322 }
3323
3324 override bool IsIgnoredByConstruction()
3325 {
3326 return true;
3327 }
3328
3329 //================================================================
3330 // SOUNDS
3331 //================================================================
3332 protected void SoundBuildStart( string part_name )
3333 {
3334 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3335 }
3336
3337 protected void SoundDismantleStart( string part_name )
3338 {
3339 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3340 }
3341
3342 protected void SoundDestroyStart( string part_name )
3343 {
3344 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3345 }
3346
3347 protected string GetBuildSoundByMaterial( string part_name )
3348 {
3349 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3350
3351 switch ( material_type )
3352 {
3353 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3354 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3355 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3356 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3357 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3358 }
3359
3360 return "";
3361 }
3362
3363 protected string GetDismantleSoundByMaterial( string part_name )
3364 {
3365 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3366
3367 switch ( material_type )
3368 {
3369 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3370 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3371 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3372 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3373 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3374 }
3375
3376 return "";
3377 }
3378
3379 //misc
3380 void CheckForHybridAttachments( EntityAI item, string slot_name )
3381 {
3382 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3383 {
3384 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3385 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3386 {
3387 SetHealth(slot_name,"Health",item.GetHealth());
3388 }
3389 }
3390 }
3391
3392 override int GetDamageSystemVersionChange()
3393 {
3394 return 111;
3395 }
3396
3397 override void SetActions()
3398 {
3399 super.SetActions();
3400
3404 }
3405
3406 protected void DestroyConstructedParts()
3407 {
3408 Construction construction = GetConstruction();
3409 if (!construction)
3410 return;
3411
3412 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3413 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3414 {
3415 ConstructionPart part = constructionParts.GetElement(i);
3416 if (part && part.IsBuilt() && !part.IsUtilityPart())
3417 {
3418 construction.DestroyPartServer(null, part.GetPartName(), -1);
3419 }
3420 }
3421 }
3422
3423 protected void HandleFallingForConstructedParts()
3424 {
3425 Construction construction = GetConstruction();
3426 if (!construction)
3427 return;
3428
3429 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3430 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3431 {
3432 ConstructionPart part = constructionParts.GetElement(i);
3433 if (part && part.IsBuilt() && !part.IsUtilityPart())
3434 {
3435 construction.HandleEntityFalling(part.GetPartName());
3436 }
3437 }
3438 }
3439
3441 override void OnItemFallRebuilding()
3442 {
3443 if (!g_Game.IsServer())
3444 return;
3445
3448
3449 if (DestroyOnFall())
3450 {
3452 {
3454 }
3455 else
3456 {
3458 {
3460 }
3461 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3462 }
3463 }
3464 }
3465
3467 {
3468 if (HasAnyAttachmentsOrCargo())
3469 {
3471 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3472 }
3473 }
3474
3475 //================================================================
3476 // DEBUG
3477 //================================================================
3478
3481 {
3482 return null;
3483 }
3484
3485 override void OnDebugSpawn()
3486 {
3487 FullyBuild();
3488 }
3489
3490 void FullyBuild()
3491 {
3493 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3494
3495 Man p;
3496
3497 #ifdef SERVER
3498 array<Man> players = new array<Man>;
3499 g_Game.GetWorld().GetPlayerList(players);
3500 if (players.Count())
3501 p = players[0];
3502 #else
3503 p = g_Game.GetPlayer();
3504 #endif
3505
3506 foreach (ConstructionPart part : parts)
3507 {
3508 bool excluded = false;
3509 string partName = part.GetPartName();
3510 if (excludes)
3511 {
3512 foreach (string exclude : excludes)
3513 {
3514 if (partName.Contains(exclude))
3515 {
3516 excluded = true;
3517 break;
3518 }
3519 }
3520 }
3521
3522 if (!excluded)
3523 {
3524 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3525 }
3526 }
3527
3528 GetConstruction().UpdateVisuals();
3529 }
3530
3532 //Deprecated code playpen//
3534 [Obsolete("handled in the Construction component directly")]
3535 protected void HandleItemFalling(ConstructionPart part)
3536 {
3537 }
3538
3539 [Obsolete("handled in the Construction component directly")]
3540 protected void ItemFall(vector min, vector max)
3541 {
3542 }
3543
3544 [Obsolete("obsolete debug method")]
3545 protected void DebugCustomState()
3546 {
3547 }
3548}
3549
3550void bsbDebugPrint (string s)
3551{
3552#ifdef BSB_DEBUG
3553 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3554#else
3555 //Print("" + s); // comment/uncomment to hide/see debug logs
3556#endif
3557}
3558void bsbDebugSpam (string s)
3559{
3560#ifdef BSB_DEBUG_SPAM
3561 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3562#else
3563 //Print("" + s); // comment/uncomment to hide/see debug logs
3564#endif
3565}
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