DayZ 1.30
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◆ GetConstructionBasic()

override ConstructionBasic bsbDebugPrint::GetConstructionBasic ( )
protected

См. определение в файле BaseBuildingBase.c строка 2166

2168{
2169 const string ANIMATION_DEPLOYED = "Deployed";
2170
2171 float m_ConstructionKitHealth; //stored health value for used construction kit
2172
2173 bool m_HasBase;
2174 //variables for synchronization of base building parts (2x31 is the current limit)
2175 int m_SyncParts01; //synchronization for already built parts (31 parts)
2176 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2177 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2178 int m_InteractedPartId; //construction part id that an action was performed on
2179 int m_PerformedActionId; //action id that was performed on a construction part
2180 protected ref ConstructionBasic m_Construction;
2181
2182 //Sounds
2183 //build
2184 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2185 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2186 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2187 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2188 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2189 //dismantle
2190 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2191 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2192 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2193 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2194 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2195
2196 protected EffectSound m_Sound;
2197
2201
2202 // Constructor
2203 void BaseBuildingBase()
2204 {
2206
2207 //synchronized variables
2208 RegisterNetSyncVariableInt( "m_SyncParts01" );
2209 RegisterNetSyncVariableInt( "m_SyncParts02" );
2210 RegisterNetSyncVariableInt( "m_SyncParts03" );
2211 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2212 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2213 RegisterNetSyncVariableBool( "m_HasBase" );
2214
2215 //Construction init
2216 ConstructionInit();
2217
2218 if (ConfigIsExisting("hybridAttachments"))
2219 {
2221 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2222 }
2223 if (ConfigIsExisting("mountables"))
2224 {
2226 ConfigGetTextArray("mountables", m_Mountables);
2227 }
2228
2229 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2230 SetAllowDamage(true);
2231 }
2232
2233 override string GetInvulnerabilityTypeString()
2234 {
2235 return "disableBaseDamage";
2236 }
2237
2238 override bool CanObstruct()
2239 {
2240 return true;
2241 }
2242
2243 override int GetHideIconMask()
2244 {
2245 return EInventoryIconVisibility.HIDE_VICINITY;
2246 }
2247
2248 override void InitItemSounds()
2249 {
2250 super.InitItemSounds();
2251
2253 SoundParameters params = new SoundParameters();
2254 params.m_Loop = true;
2255
2256 if (GetFoldSoundset() != string.Empty)
2257 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2258 if (GetLoopFoldSoundset() != string.Empty)
2259 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2260 }
2261
2262 override string GetFoldSoundset()
2263 {
2264 return "putDown_FenceKit_SoundSet";
2265 }
2266
2267 override string GetLoopFoldSoundset()
2268 {
2269 return "Shelter_Site_Build_Loop_SoundSet";
2270 }
2271
2272 // --- SYNCHRONIZATION
2274 {
2275 if ( g_Game.IsServer() )
2276 {
2277 SetSynchDirty();
2278 }
2279 }
2280
2281 override void OnVariablesSynchronized()
2282 {
2283 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2284 super.OnVariablesSynchronized();
2285
2286 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2287 }
2288
2289 protected void OnSynchronizedClient()
2290 {
2291 //update parts
2293
2294 //update action on part
2296
2297 //update visuals (client)
2298 UpdateVisuals();
2299 }
2300
2301 //parts synchronization
2302 void RegisterPartForSync( int part_id )
2303 {
2304 //part_id must starts from index = 1
2305 int offset;
2306 int mask;
2307
2308 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2309 {
2310 offset = part_id - 1;
2311 mask = 1 << offset;
2312
2313 m_SyncParts01 = m_SyncParts01 | mask;
2314 }
2315 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2316 {
2317 offset = ( part_id % 32 );
2318 mask = 1 << offset;
2319
2320 m_SyncParts02 = m_SyncParts02 | mask;
2321 }
2322 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2323 {
2324 offset = ( part_id % 63 );
2325 mask = 1 << offset;
2326
2327 m_SyncParts03 = m_SyncParts03 | mask;
2328 }
2329 }
2330
2331 void UnregisterPartForSync( int part_id )
2332 {
2333 //part_id must starts from index = 1
2334 int offset;
2335 int mask;
2336
2337 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2338 {
2339 offset = part_id - 1;
2340 mask = 1 << offset;
2341
2342 m_SyncParts01 = m_SyncParts01 & ~mask;
2343 }
2344 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2345 {
2346 offset = ( part_id % 32 );
2347 mask = 1 << offset;
2348
2349 m_SyncParts02 = m_SyncParts02 & ~mask;
2350 }
2351 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2352 {
2353 offset = ( part_id % 63 );
2354 mask = 1 << offset;
2355
2356 m_SyncParts03 = m_SyncParts03 & ~mask;
2357 }
2358 }
2359
2360 bool IsPartBuildInSyncData( int part_id )
2361 {
2362 //part_id must starts from index = 1
2363 int offset;
2364 int mask;
2365
2366 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2367 {
2368 offset = part_id - 1;
2369 mask = 1 << offset;
2370
2371 if ( ( m_SyncParts01 & mask ) > 0 )
2372 {
2373 return true;
2374 }
2375 }
2376 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2377 {
2378 offset = ( part_id % 32 );
2379 mask = 1 << offset;
2380
2381 if ( ( m_SyncParts02 & mask ) > 0 )
2382 {
2383 return true;
2384 }
2385 }
2386 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2387 {
2388 offset = ( part_id % 63 );
2389 mask = 1 << offset;
2390
2391 if ( ( m_SyncParts03 & mask ) > 0 )
2392 {
2393 return true;
2394 }
2395 }
2396
2397 return false;
2398 }
2399
2400 protected void RegisterActionForSync( int part_id, int action_id )
2401 {
2402 m_InteractedPartId = part_id;
2403 m_PerformedActionId = action_id;
2404 }
2405
2406 protected void ResetActionSyncData()
2407 {
2408 //reset data
2409 m_InteractedPartId = -1;
2411 }
2412
2413 protected void SetActionFromSyncData()
2414 {
2415 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2416 {
2418 int build_action_id = m_PerformedActionId;
2419
2420 switch( build_action_id )
2421 {
2422 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2423 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2424 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2425 }
2426 }
2427 }
2428 //------
2429
2431 {
2432 string key = part.GetPartName();
2433 bool is_base = part.IsBase();
2434 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2435 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2436 if ( is_part_built_sync )
2437 {
2438 if ( !part.IsBuilt() )
2439 {
2440 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2441 GetConstruction().AddToConstructedParts( key );
2442 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2443
2444 if (is_base)
2445 {
2447 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2448 }
2449 }
2450 }
2451 else
2452 {
2453 if ( part.IsBuilt() )
2454 {
2455 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2456 GetConstruction().RemoveFromConstructedParts( key );
2457 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2458
2459 if (is_base)
2460 {
2462 AddProxyPhysics( ANIMATION_DEPLOYED );
2463 }
2464 }
2465 }
2466
2467 //check slot lock for material attachments
2468 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2469 }
2470
2471 //set construction parts based on synchronized data
2473 {
2474 Construction construction = GetConstruction();
2475 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2476
2477 for ( int i = 0; i < construction_parts.Count(); ++i )
2478 {
2479 string key = construction_parts.GetKey( i );
2480 ConstructionPart value = construction_parts.Get( key );
2481 SetPartFromSyncData(value);
2482 }
2483
2484 //regenerate navmesh
2485 UpdateNavmesh();
2486 }
2487
2488 protected ConstructionPart GetConstructionPartById( int id )
2489 {
2490 Construction construction = GetConstruction();
2491 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2492
2493 for ( int i = 0; i < construction_parts.Count(); ++i )
2494 {
2495 string key = construction_parts.GetKey( i );
2496 ConstructionPart value = construction_parts.Get( key );
2497
2498 if ( value.GetId() == id )
2499 {
2500 return value;
2501 }
2502 }
2503
2504 return NULL;
2505 }
2506 //
2507
2508 //Base
2509 bool HasBase()
2510 {
2511 return m_HasBase;
2512 }
2513
2514 void SetBaseState( bool has_base )
2515 {
2516 m_HasBase = has_base;
2517 }
2518
2519 override bool IsDeployable()
2520 {
2521 return true;
2522 }
2523
2524 bool IsOpened()
2525 {
2526 return false;
2527 }
2528
2529 //--- CONSTRUCTION KIT
2531 {
2532 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2533 if ( m_ConstructionKitHealth > 0 )
2534 {
2535 construction_kit.SetHealth( m_ConstructionKitHealth );
2536 }
2537
2538 return construction_kit;
2539 }
2540
2541 void CreateConstructionKitInHands(notnull PlayerBase player)
2542 {
2543 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2544 if ( m_ConstructionKitHealth > 0 )
2545 {
2546 construction_kit.SetHealth( m_ConstructionKitHealth );
2547 }
2548 }
2549
2550 protected vector GetKitSpawnPosition()
2551 {
2552 return GetPosition();
2553 }
2554
2555 protected string GetConstructionKitType()
2556 {
2557 return "";
2558 }
2559
2560 void DestroyConstructionKit( ItemBase construction_kit )
2561 {
2562 m_ConstructionKitHealth = construction_kit.GetHealth();
2563 g_Game.ObjectDelete( construction_kit );
2564 }
2565
2566 //--- CONSTRUCTION
2567 void DestroyConstruction()
2568 {
2569 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2570 g_Game.ObjectDelete( this );
2571 }
2572
2573 // --- EVENTS
2574 override void EEDelete(EntityAI parent)
2575 {
2576 super.EEDelete(parent);
2577
2578 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2579 {
2580 areaDamage.Destroy();
2581 }
2582
2583 }
2584
2585 override void OnStoreSave( ParamsWriteContext ctx )
2586 {
2587 super.OnStoreSave( ctx );
2588
2589 //sync parts 01
2590 ctx.Write( m_SyncParts01 );
2591 ctx.Write( m_SyncParts02 );
2592 ctx.Write( m_SyncParts03 );
2593
2594 ctx.Write( m_HasBase );
2595 }
2596
2597 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2598 {
2599 if ( !super.OnStoreLoad( ctx, version ) )
2600 return false;
2601
2602 //--- Base building data ---
2603 //Restore synced parts data
2604 if ( !ctx.Read( m_SyncParts01 ) )
2605 {
2606 m_SyncParts01 = 0; //set default
2607 return false;
2608 }
2609 if ( !ctx.Read( m_SyncParts02 ) )
2610 {
2611 m_SyncParts02 = 0; //set default
2612 return false;
2613 }
2614 if ( !ctx.Read( m_SyncParts03 ) )
2615 {
2616 m_SyncParts03 = 0; //set default
2617 return false;
2618 }
2619
2620 //has base
2621 if ( !ctx.Read( m_HasBase ) )
2622 {
2623 m_HasBase = false;
2624 return false;
2625 }
2626 //---
2627
2628 return true;
2629 }
2630
2631 override void AfterStoreLoad()
2632 {
2633 super.AfterStoreLoad();
2634
2636 {
2638 }
2639 }
2640
2642 {
2643 //update server data
2645
2646 //set base state
2647 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2648 SetBaseState( part.IsBuilt() ) ;
2649
2650 //synchronize after load
2652 }
2653
2654 override void OnCreatePhysics()
2655 {
2656 super.OnCreatePhysics();
2657
2658 ConstructionInit();
2660 }
2661
2662 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2663 {
2665 return;
2666
2667 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2668 }
2669
2670 override void EEOnAfterLoad()
2671 {
2673 {
2674 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2675 }
2676
2677 super.EEOnAfterLoad();
2678 }
2679
2680 override void EEItemAttached( EntityAI item, string slot_name )
2681 {
2682 super.EEItemAttached( item, slot_name );
2683
2684 CheckForHybridAttachments( item, slot_name );
2685 UpdateVisuals();
2686 UpdateAttachmentPhysics( slot_name, false );
2687 }
2688
2689 override void EEItemDetached( EntityAI item, string slot_name )
2690 {
2691 super.EEItemDetached( item, slot_name );
2692
2693 UpdateVisuals();
2694 UpdateAttachmentPhysics( slot_name, false );
2695 }
2696
2697 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2698 {
2699 string slot_name = InventorySlots.GetSlotName( slotId );
2700 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2701
2702 UpdateAttachmentVisuals( slot_name, locked );
2703 UpdateAttachmentPhysics( slot_name, locked );
2704 }
2705
2706 //ignore out of reach condition
2707 override bool IgnoreOutOfReachCondition()
2708 {
2709 return true;
2710 }
2711
2712 //CONSTRUCTION EVENTS
2713 //Build
2714 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2715 {
2716 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2717
2718 //check base state
2719 if (construtionPart.IsBase())
2720 {
2721 SetBaseState(true);
2722
2723 //spawn kit
2725 }
2726
2727 //register constructed parts for synchronization
2728 RegisterPartForSync(construtionPart.GetId());
2729
2730 //register action that was performed on part
2731 RegisterActionForSync(construtionPart.GetId(), action_id);
2732
2733 //synchronize
2735
2736 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2737
2738 UpdateNavmesh();
2739
2740 //update visuals
2741 UpdateVisuals();
2742
2743 //reset action sync data
2744 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2745 }
2746
2747 void OnPartBuiltClient(string part_name, int action_id)
2748 {
2749 //play sound
2750 SoundBuildStart( part_name );
2751 }
2752
2753 //Dismantle
2754 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2755 {
2756 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2757 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2758
2759 //register constructed parts for synchronization
2760 UnregisterPartForSync(construtionPart.GetId());
2761
2762 //register action that was performed on part
2763 RegisterActionForSync(construtionPart.GetId(), action_id);
2764
2765 //synchronize
2767
2768 // server part of sync, client will be synced from SetPartsFromSyncData
2769 SetPartFromSyncData(construtionPart);
2770
2771 UpdateNavmesh();
2772
2773 //update visuals
2774 UpdateVisuals();
2775
2776 //reset action sync data
2777 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2778
2779 //check base state
2780 if (construtionPart.IsBase())
2781 {
2782 //Destroy construction
2783 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2784 }
2785 }
2786
2787 void OnPartDismantledClient( string part_name, int action_id )
2788 {
2789 //play sound
2790 SoundDismantleStart( part_name );
2791 }
2792
2793 //Destroy
2794 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2795 {
2796 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2797 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2798
2799 //register constructed parts for synchronization
2800 UnregisterPartForSync(construtionPart.GetId());
2801
2802 //register action that was performed on part
2803 RegisterActionForSync(construtionPart.GetId(), action_id);
2804
2805 //synchronize
2807
2808 // server part of sync, client will be synced from SetPartsFromSyncData
2809 SetPartFromSyncData(construtionPart);
2810
2811 UpdateNavmesh();
2812
2813 //update visuals
2814 UpdateVisuals();
2815
2816 //reset action sync data
2817 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2818
2819 //check base state
2820 if (construtionPart.IsBase())
2821 {
2822 //Destroy construction
2823 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2824 }
2825 }
2826
2827 void OnPartDestroyedClient( string part_name, int action_id )
2828 {
2829 //play sound
2830 SoundDestroyStart( part_name );
2831 }
2832
2833 // --- UPDATE
2834 void InitBaseState()
2835 {
2836 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2837
2838 InitVisuals();
2839 UpdateNavmesh(); //regenerate navmesh
2840 }
2841
2842 void InitVisuals()
2843 {
2844 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2845 //check base
2846 if ( !HasBase() )
2847 {
2848 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2849 }
2850 else
2851 {
2852 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2853 }
2854
2855 GetConstruction().InitVisuals();
2856 }
2857
2858 void UpdateVisuals()
2859 {
2860 array<string> attachmentSlots = new array<string>;
2861
2862 GetAttachmentSlots(this, attachmentSlots);
2863 foreach (string slotName : attachmentSlots)
2864 {
2866 }
2867
2868 //check base
2869 if (!HasBase())
2870 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2871 else
2872 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2873
2874 GetConstruction().UpdateVisuals();
2875 }
2876
2877 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2878 {
2879 string slotNameMounted = slot_name + "_Mounted";
2880 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2881
2882 if (attachment)
2883 {
2884 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2885 if (barbedWire && barbedWire.IsMounted())
2886 CreateAreaDamage(slotNameMounted);
2887 else
2888 DestroyAreaDamage(slotNameMounted);
2889
2890 if (is_locked)
2891 {
2892 SetAnimationPhase(slotNameMounted, 0);
2893 SetAnimationPhase(slot_name, 1);
2894 }
2895 else
2896 {
2897 SetAnimationPhase(slotNameMounted, 1);
2898 SetAnimationPhase(slot_name, 0);
2899 }
2900 }
2901 else
2902 {
2903 SetAnimationPhase(slotNameMounted, 1);
2904 SetAnimationPhase(slot_name, 1);
2905
2906 DestroyAreaDamage(slotNameMounted);
2907 }
2908 }
2909
2910 // avoid calling this function on frequent occasions, it's a massive performance hit
2911 void UpdatePhysics()
2912 {
2914 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2915
2916 array<string> attachmentSlots = new array<string>;
2917 GetAttachmentSlots(this, attachmentSlots);
2918
2920 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2921
2922 foreach (string slotName : attachmentSlots)
2923 {
2925 }
2926
2927 //check base
2928 if (!HasBase())
2929 {
2931 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2932
2933 AddProxyPhysics(ANIMATION_DEPLOYED);
2934 }
2935 else
2936 {
2938 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2939
2940 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2941 }
2942
2943 GetConstruction().UpdatePhysics();
2944 UpdateNavmesh();
2945 }
2946
2947 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2948 {
2949 //checks for invalid appends; hotfix
2950 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2951 return;
2952 //----------------------------------
2953 string slot_name_mounted = slot_name + "_Mounted";
2954 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2955
2956 //remove proxy physics
2957 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2958 RemoveProxyPhysics( slot_name_mounted );
2959 RemoveProxyPhysics( slot_name );
2960
2961 if ( attachment )
2962 {
2963 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2964 if ( is_locked )
2965 {
2966 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2967 AddProxyPhysics( slot_name_mounted );
2968 }
2969 else
2970 {
2971 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2972 AddProxyPhysics( slot_name );
2973 }
2974 }
2975 }
2976
2977 protected void UpdateNavmesh()
2978 {
2979 SetAffectPathgraph( true, false );
2980 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2981 }
2982
2983 override bool CanUseConstruction()
2984 {
2985 return true;
2986 }
2987
2988 override bool CanUseConstructionBuild()
2989 {
2990 return true;
2991 }
2992
2993 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2994 {
2995 if ( attachment )
2996 {
2997 InventoryLocation inventory_location = new InventoryLocation;
2998 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2999
3000 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3001 }
3002
3003 return false;
3004 }
3005
3006 protected bool IsAttachmentSlotLocked( string slot_name )
3007 {
3008 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3009 }
3010
3011 //--- ATTACHMENT SLOTS
3012 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3013 {
3014 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3015 if ( g_Game.ConfigIsExisting( config_path ) )
3016 {
3017 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3018 }
3019 }
3020
3021 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3022 {
3023 return true;
3024 }
3025
3026 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3027 {
3028 return true;
3029 }
3030
3031 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3032 {
3033 return true;
3034 }
3035
3036 // --- INIT
3038 {
3039 m_Construction = new Construction(this);
3040 return m_Construction;
3041 }
3042
3044 {
3045 return m_Construction;
3046 }
3047
3049 {
3050 return Construction.Cast(m_Construction);
3051 }
3052
3054 {
3055 int attachment_count = GetInventory().AttachmentCount();
3056 if ( attachment_count > 0 )
3057 {
3058 if ( HasBase() && attachment_count == 1 )
3059 {
3060 return false;
3061 }
3062
3063 return true;
3064 }
3065
3066 return false;
3067 }
3068
3069 override bool ShowZonesHealth()
3070 {
3071 return true;
3072 }
3073
3074 override bool IsTakeable()
3075 {
3076 return false;
3077 }
3078
3079 //this into/outo parent.Cargo
3080 override bool CanPutInCargo( EntityAI parent )
3081 {
3082 return false;
3083 }
3084
3085 override bool CanRemoveFromCargo( EntityAI parent )
3086 {
3087 return false;
3088 }
3089
3090 //hands
3091 override bool CanPutIntoHands( EntityAI parent )
3092 {
3093 return false;
3094 }
3095
3096 //--- ACTION CONDITIONS
3097 //direction
3098 override bool IsFacingPlayer( PlayerBase player, string selection )
3099 {
3100 return true;
3101 }
3102
3103 override bool IsPlayerInside( PlayerBase player, string selection )
3104 {
3105 return true;
3106 }
3107
3110 {
3111 return false;
3112 }
3113
3114 //roof check
3115 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3116 {
3117 return false;
3118 }
3119
3120 //selection->player distance check
3121 bool HasProperDistance( string selection, PlayerBase player )
3122 {
3123 return true;
3124 }
3125
3126 //folding
3128 {
3129 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3130 {
3131 return false;
3132 }
3133
3134 return true;
3135 }
3136
3138 {
3141
3142 return item;
3143 }
3144
3145 //Damage triggers (barbed wire)
3146 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3147 {
3148 if ( g_Game && g_Game.IsServer() )
3149 {
3150 //destroy area damage if some already exists
3151 DestroyAreaDamage( slot_name );
3152
3153 //create new area damage
3155 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3156
3157 vector min_max[2];
3158 if ( MemoryPointExists( slot_name + "_min" ) )
3159 {
3160 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3161 }
3162 if ( MemoryPointExists( slot_name + "_max" ) )
3163 {
3164 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3165 }
3166
3167 //get proper trigger extents (min<max)
3168 vector extents[2];
3169 GetConstruction().GetTriggerExtents( min_max, extents );
3170
3171 //get box center
3172 vector center;
3173 center = GetConstruction().GetBoxCenter( min_max );
3174 center = ModelToWorld( center );
3175
3176 //rotate center if needed
3178 CalcDamageAreaRotation( rotation_angle, center, orientation );
3179
3180 areaDamage.SetExtents( extents[0], extents[1] );
3181 areaDamage.SetAreaPosition( center );
3182 areaDamage.SetAreaOrientation( orientation );
3183 areaDamage.SetLoopInterval( 1.0 );
3184 areaDamage.SetDeferDuration( 0.2 );
3185 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3186 areaDamage.SetAmmoName( "BarbedWireHit" );
3187 areaDamage.Spawn();
3188
3189 m_DamageTriggers.Insert( slot_name, areaDamage );
3190 }
3191 }
3192
3193 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3194 {
3195 if ( angle_deg != 0 )
3196 {
3197 //orientation
3198 orientation[0] = orientation[0] - angle_deg;
3199
3200 //center
3201 vector rotate_axis;
3202 if ( MemoryPointExists( "rotate_axis" ) )
3203 {
3204 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3205 }
3206 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];
3207 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];
3208 center[0] = r_center_x;
3209 center[2] = r_center_z;
3210 }
3211 }
3212
3213 void DestroyAreaDamage( string slot_name )
3214 {
3215 if (g_Game && g_Game.IsServer())
3216 {
3218 if (m_DamageTriggers.Find(slot_name, areaDamage))
3219 {
3220 if (areaDamage)
3221 {
3222 areaDamage.Destroy();
3223 }
3224
3225 m_DamageTriggers.Remove( slot_name );
3226 }
3227 }
3228 }
3229
3230 override bool IsIgnoredByConstruction()
3231 {
3232 return true;
3233 }
3234
3235 //================================================================
3236 // SOUNDS
3237 //================================================================
3238 protected void SoundBuildStart( string part_name )
3239 {
3240 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3241 }
3242
3243 protected void SoundDismantleStart( string part_name )
3244 {
3245 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3246 }
3247
3248 protected void SoundDestroyStart( string part_name )
3249 {
3250 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3251 }
3252
3253 protected string GetBuildSoundByMaterial( string part_name )
3254 {
3255 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3256
3257 switch ( material_type )
3258 {
3259 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3260 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3261 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3262 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3263 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3264 }
3265
3266 return "";
3267 }
3268
3269 protected string GetDismantleSoundByMaterial( string part_name )
3270 {
3271 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3272
3273 switch ( material_type )
3274 {
3275 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3276 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3277 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3278 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3279 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3280 }
3281
3282 return "";
3283 }
3284
3285 //misc
3286 void CheckForHybridAttachments( EntityAI item, string slot_name )
3287 {
3288 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3289 {
3290 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3291 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3292 {
3293 SetHealth(slot_name,"Health",item.GetHealth());
3294 }
3295 }
3296 }
3297
3298 override int GetDamageSystemVersionChange()
3299 {
3300 return 111;
3301 }
3302
3303 override void SetActions()
3304 {
3305 super.SetActions();
3306
3310 }
3311
3312 protected void DestroyConstructedParts()
3313 {
3314 Construction construction = GetConstruction();
3315 if (!construction)
3316 return;
3317
3318 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3319 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3320 {
3321 ConstructionPart part = constructionParts.GetElement(i);
3322 if (part && part.IsBuilt() && !part.IsUtilityPart())
3323 {
3324 construction.DestroyPartServer(null, part.GetPartName(), -1);
3325 }
3326 }
3327 }
3328
3329 protected void HandleFallingForConstructedParts()
3330 {
3331 Construction construction = GetConstruction();
3332 if (!construction)
3333 return;
3334
3335 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3336 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3337 {
3338 ConstructionPart part = constructionParts.GetElement(i);
3339 if (part && part.IsBuilt() && !part.IsUtilityPart())
3340 {
3341 construction.HandleEntityFalling(part.GetPartName());
3342 }
3343 }
3344 }
3345
3347 override void OnItemFallRebuilding()
3348 {
3349 if (!g_Game.IsServer())
3350 return;
3351
3354
3355 if (DestroyOnFall())
3356 {
3358 {
3360 }
3361 else
3362 {
3364 {
3366 }
3367 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3368 }
3369 }
3370 }
3371
3373 {
3374 if (HasAnyAttachmentsOrCargo())
3375 {
3377 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3378 }
3379 }
3380
3381 //================================================================
3382 // DEBUG
3383 //================================================================
3384
3387 {
3388 return null;
3389 }
3390
3391 override void OnDebugSpawn()
3392 {
3393 FullyBuild();
3394 }
3395
3396 void FullyBuild()
3397 {
3399 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3400
3401 Man p;
3402
3403 #ifdef SERVER
3404 array<Man> players = new array<Man>;
3405 g_Game.GetWorld().GetPlayerList(players);
3406 if (players.Count())
3407 p = players[0];
3408 #else
3409 p = g_Game.GetPlayer();
3410 #endif
3411
3412 foreach (ConstructionPart part : parts)
3413 {
3414 bool excluded = false;
3415 string partName = part.GetPartName();
3416 if (excludes)
3417 {
3418 foreach (string exclude : excludes)
3419 {
3420 if (partName.Contains(exclude))
3421 {
3422 excluded = true;
3423 break;
3424 }
3425 }
3426 }
3427
3428 if (!excluded)
3429 {
3430 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3431 }
3432 }
3433
3434 GetConstruction().UpdateVisuals();
3435 }
3436
3438 //Deprecated code playpen//
3440 [Obsolete("handled in the Construction component directly")]
3441 protected void HandleItemFalling(ConstructionPart part)
3442 {
3443 }
3444
3445 [Obsolete("handled in the Construction component directly")]
3446 protected void ItemFall(vector min, vector max)
3447 {
3448 }
3449
3450 [Obsolete("obsolete debug method")]
3451 protected void DebugCustomState()
3452 {
3453 }
3454}
3455
3456void bsbDebugPrint (string s)
3457{
3458#ifdef BSB_DEBUG
3459 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3460#else
3461 //Print("" + s); // comment/uncomment to hide/see debug logs
3462#endif
3463}
3464void bsbDebugSpam (string s)
3465{
3466#ifdef BSB_DEBUG_SPAM
3467 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3468#else
3469 //Print("" + s); // comment/uncomment to hide/see debug logs
3470#endif
3471}
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