DayZ 1.30
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◆ CanPutInCargo()

override bool bsbDebugPrint::CanPutInCargo ( EntityAI parent)
protected

См. определение в файле BaseBuildingBase.c строка 2203

2205{
2206 const string ANIMATION_DEPLOYED = "Deployed";
2207
2208 float m_ConstructionKitHealth; //stored health value for used construction kit
2209
2210 bool m_HasBase;
2211 //variables for synchronization of base building parts (2x31 is the current limit)
2212 int m_SyncParts01; //synchronization for already built parts (31 parts)
2213 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2214 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2215 int m_InteractedPartId; //construction part id that an action was performed on
2216 int m_PerformedActionId; //action id that was performed on a construction part
2217 protected ref ConstructionBasic m_Construction;
2218
2219 //Sounds
2220 //build
2221 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2222 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2223 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2224 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2225 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2226 //dismantle
2227 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2228 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2229 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2230 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2231 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2232
2233 protected EffectSound m_Sound;
2234
2238
2239 // Constructor
2240 void BaseBuildingBase()
2241 {
2243
2244 //synchronized variables
2245 RegisterNetSyncVariableInt( "m_SyncParts01" );
2246 RegisterNetSyncVariableInt( "m_SyncParts02" );
2247 RegisterNetSyncVariableInt( "m_SyncParts03" );
2248 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2249 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2250 RegisterNetSyncVariableBool( "m_HasBase" );
2251
2252 //Construction init
2253 ConstructionInit();
2254
2255 if (ConfigIsExisting("hybridAttachments"))
2256 {
2258 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2259 }
2260 if (ConfigIsExisting("mountables"))
2261 {
2263 ConfigGetTextArray("mountables", m_Mountables);
2264 }
2265
2266 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2267 SetAllowDamage(true);
2268 }
2269
2270 override string GetInvulnerabilityTypeString()
2271 {
2272 return "disableBaseDamage";
2273 }
2274
2275 override bool CanObstruct()
2276 {
2277 return true;
2278 }
2279
2280 override int GetHideIconMask()
2281 {
2282 return EInventoryIconVisibility.HIDE_VICINITY;
2283 }
2284
2285 override void InitItemSounds()
2286 {
2287 super.InitItemSounds();
2288
2290 SoundParameters params = new SoundParameters();
2291 params.m_Loop = true;
2292
2293 if (GetFoldSoundset() != string.Empty)
2294 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2295 if (GetLoopFoldSoundset() != string.Empty)
2296 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2297 }
2298
2299 override string GetFoldSoundset()
2300 {
2301 return "putDown_FenceKit_SoundSet";
2302 }
2303
2304 override string GetLoopFoldSoundset()
2305 {
2306 return "Shelter_Site_Build_Loop_SoundSet";
2307 }
2308
2309 // --- SYNCHRONIZATION
2311 {
2312 if ( g_Game.IsServer() )
2313 {
2314 SetSynchDirty();
2315 }
2316 }
2317
2318 override void OnVariablesSynchronized()
2319 {
2320 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2321 super.OnVariablesSynchronized();
2322
2323 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2324 }
2325
2326 protected void OnSynchronizedClient()
2327 {
2328 //update parts
2330
2331 //update action on part
2333
2334 //update visuals (client)
2335 UpdateVisuals();
2336 }
2337
2338 //parts synchronization
2339 void RegisterPartForSync( int part_id )
2340 {
2341 //part_id must starts from index = 1
2342 int offset;
2343 int mask;
2344
2345 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2346 {
2347 offset = part_id - 1;
2348 mask = 1 << offset;
2349
2350 m_SyncParts01 = m_SyncParts01 | mask;
2351 }
2352 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2353 {
2354 offset = ( part_id % 32 );
2355 mask = 1 << offset;
2356
2357 m_SyncParts02 = m_SyncParts02 | mask;
2358 }
2359 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2360 {
2361 offset = ( part_id % 63 );
2362 mask = 1 << offset;
2363
2364 m_SyncParts03 = m_SyncParts03 | mask;
2365 }
2366 }
2367
2368 void UnregisterPartForSync( int part_id )
2369 {
2370 //part_id must starts from index = 1
2371 int offset;
2372 int mask;
2373
2374 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2375 {
2376 offset = part_id - 1;
2377 mask = 1 << offset;
2378
2379 m_SyncParts01 = m_SyncParts01 & ~mask;
2380 }
2381 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2382 {
2383 offset = ( part_id % 32 );
2384 mask = 1 << offset;
2385
2386 m_SyncParts02 = m_SyncParts02 & ~mask;
2387 }
2388 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2389 {
2390 offset = ( part_id % 63 );
2391 mask = 1 << offset;
2392
2393 m_SyncParts03 = m_SyncParts03 & ~mask;
2394 }
2395 }
2396
2397 bool IsPartBuildInSyncData( int part_id )
2398 {
2399 //part_id must starts from index = 1
2400 int offset;
2401 int mask;
2402
2403 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2404 {
2405 offset = part_id - 1;
2406 mask = 1 << offset;
2407
2408 if ( ( m_SyncParts01 & mask ) > 0 )
2409 {
2410 return true;
2411 }
2412 }
2413 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2414 {
2415 offset = ( part_id % 32 );
2416 mask = 1 << offset;
2417
2418 if ( ( m_SyncParts02 & mask ) > 0 )
2419 {
2420 return true;
2421 }
2422 }
2423 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2424 {
2425 offset = ( part_id % 63 );
2426 mask = 1 << offset;
2427
2428 if ( ( m_SyncParts03 & mask ) > 0 )
2429 {
2430 return true;
2431 }
2432 }
2433
2434 return false;
2435 }
2436
2437 protected void RegisterActionForSync( int part_id, int action_id )
2438 {
2439 m_InteractedPartId = part_id;
2440 m_PerformedActionId = action_id;
2441 }
2442
2443 protected void ResetActionSyncData()
2444 {
2445 //reset data
2446 m_InteractedPartId = -1;
2448 }
2449
2450 protected void SetActionFromSyncData()
2451 {
2452 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2453 {
2455 int build_action_id = m_PerformedActionId;
2456
2457 switch( build_action_id )
2458 {
2459 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2460 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2461 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2462 }
2463 }
2464 }
2465 //------
2466
2468 {
2469 string key = part.GetPartName();
2470 bool is_base = part.IsBase();
2471 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2472 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2473 if ( is_part_built_sync )
2474 {
2475 if ( !part.IsBuilt() )
2476 {
2477 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2478 GetConstruction().AddToConstructedParts( key );
2479 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2480
2481 if (is_base)
2482 {
2484 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2485 }
2486 }
2487 }
2488 else
2489 {
2490 if ( part.IsBuilt() )
2491 {
2492 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2493 GetConstruction().RemoveFromConstructedParts( key );
2494 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2495
2496 if (is_base)
2497 {
2499 AddProxyPhysics( ANIMATION_DEPLOYED );
2500 }
2501 }
2502 }
2503
2504 //check slot lock for material attachments
2505 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2506 }
2507
2508 //set construction parts based on synchronized data
2510 {
2511 Construction construction = GetConstruction();
2512 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2513
2514 for ( int i = 0; i < construction_parts.Count(); ++i )
2515 {
2516 string key = construction_parts.GetKey( i );
2517 ConstructionPart value = construction_parts.Get( key );
2518 SetPartFromSyncData(value);
2519 }
2520
2521 //regenerate navmesh
2522 UpdateNavmesh();
2523 }
2524
2525 protected ConstructionPart GetConstructionPartById( int id )
2526 {
2527 Construction construction = GetConstruction();
2528 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2529
2530 for ( int i = 0; i < construction_parts.Count(); ++i )
2531 {
2532 string key = construction_parts.GetKey( i );
2533 ConstructionPart value = construction_parts.Get( key );
2534
2535 if ( value.GetId() == id )
2536 {
2537 return value;
2538 }
2539 }
2540
2541 return NULL;
2542 }
2543 //
2544
2545 //Base
2546 bool HasBase()
2547 {
2548 return m_HasBase;
2549 }
2550
2551 void SetBaseState( bool has_base )
2552 {
2553 m_HasBase = has_base;
2554 }
2555
2556 override bool IsDeployable()
2557 {
2558 return true;
2559 }
2560
2561 bool IsOpened()
2562 {
2563 return false;
2564 }
2565
2566 //--- CONSTRUCTION KIT
2568 {
2569 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2570 if ( m_ConstructionKitHealth > 0 )
2571 {
2572 construction_kit.SetHealth( m_ConstructionKitHealth );
2573 }
2574
2575 return construction_kit;
2576 }
2577
2578 void CreateConstructionKitInHands(notnull PlayerBase player)
2579 {
2580 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2581 if ( m_ConstructionKitHealth > 0 )
2582 {
2583 construction_kit.SetHealth( m_ConstructionKitHealth );
2584 }
2585 }
2586
2587 protected vector GetKitSpawnPosition()
2588 {
2589 return GetPosition();
2590 }
2591
2592 protected string GetConstructionKitType()
2593 {
2594 return "";
2595 }
2596
2597 void DestroyConstructionKit( ItemBase construction_kit )
2598 {
2599 m_ConstructionKitHealth = construction_kit.GetHealth();
2600 g_Game.ObjectDelete( construction_kit );
2601 }
2602
2603 //--- CONSTRUCTION
2604 void DestroyConstruction()
2605 {
2606 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2607 g_Game.ObjectDelete( this );
2608 }
2609
2610 // --- EVENTS
2611 override void EEDelete(EntityAI parent)
2612 {
2613 super.EEDelete(parent);
2614
2615 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2616 {
2617 areaDamage.Destroy();
2618 }
2619
2620 }
2621
2622 override void OnStoreSave( ParamsWriteContext ctx )
2623 {
2624 super.OnStoreSave( ctx );
2625
2626 //sync parts 01
2627 ctx.Write( m_SyncParts01 );
2628 ctx.Write( m_SyncParts02 );
2629 ctx.Write( m_SyncParts03 );
2630
2631 ctx.Write( m_HasBase );
2632 }
2633
2634 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2635 {
2636 if ( !super.OnStoreLoad( ctx, version ) )
2637 return false;
2638
2639 //--- Base building data ---
2640 //Restore synced parts data
2641 if ( !ctx.Read( m_SyncParts01 ) )
2642 {
2643 m_SyncParts01 = 0; //set default
2644 return false;
2645 }
2646 if ( !ctx.Read( m_SyncParts02 ) )
2647 {
2648 m_SyncParts02 = 0; //set default
2649 return false;
2650 }
2651 if ( !ctx.Read( m_SyncParts03 ) )
2652 {
2653 m_SyncParts03 = 0; //set default
2654 return false;
2655 }
2656
2657 //has base
2658 if ( !ctx.Read( m_HasBase ) )
2659 {
2660 m_HasBase = false;
2661 return false;
2662 }
2663 //---
2664
2665 return true;
2666 }
2667
2668 override void AfterStoreLoad()
2669 {
2670 super.AfterStoreLoad();
2671
2673 {
2675 }
2676 }
2677
2679 {
2680 //update server data
2682
2683 //set base state
2684 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2685 SetBaseState( part.IsBuilt() ) ;
2686
2687 //synchronize after load
2689 }
2690
2691 override void OnCreatePhysics()
2692 {
2693 super.OnCreatePhysics();
2694
2695 ConstructionInit();
2697 }
2698
2699 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2700 {
2702 return;
2703
2704 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2705 }
2706
2707 override void EEOnAfterLoad()
2708 {
2710 {
2711 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2712 }
2713
2714 super.EEOnAfterLoad();
2715 }
2716
2717 override void EEItemAttached( EntityAI item, string slot_name )
2718 {
2719 super.EEItemAttached( item, slot_name );
2720
2721 CheckForHybridAttachments( item, slot_name );
2722 UpdateVisuals();
2723 UpdateAttachmentPhysics( slot_name, false );
2724 }
2725
2726 override void EEItemDetached( EntityAI item, string slot_name )
2727 {
2728 super.EEItemDetached( item, slot_name );
2729
2730 UpdateVisuals();
2731 UpdateAttachmentPhysics( slot_name, false );
2732 }
2733
2734 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2735 {
2736 string slot_name = InventorySlots.GetSlotName( slotId );
2737 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2738
2739 UpdateAttachmentVisuals( slot_name, locked );
2740 UpdateAttachmentPhysics( slot_name, locked );
2741 }
2742
2743 //ignore out of reach condition
2744 override bool IgnoreOutOfReachCondition()
2745 {
2746 return true;
2747 }
2748
2749 //CONSTRUCTION EVENTS
2750 //Build
2751 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2752 {
2753 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2754
2755 //check base state
2756 if (construtionPart.IsBase())
2757 {
2758 SetBaseState(true);
2759
2760 //spawn kit
2762 }
2763
2764 //register constructed parts for synchronization
2765 RegisterPartForSync(construtionPart.GetId());
2766
2767 //register action that was performed on part
2768 RegisterActionForSync(construtionPart.GetId(), action_id);
2769
2770 //synchronize
2772
2773 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2774
2775 UpdateNavmesh();
2776
2777 //update visuals
2778 UpdateVisuals();
2779
2780 //reset action sync data
2781 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2782 }
2783
2784 void OnPartBuiltClient(string part_name, int action_id)
2785 {
2786 //play sound
2787 SoundBuildStart( part_name );
2788 }
2789
2790 //Dismantle
2791 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2792 {
2793 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2794 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2795
2796 //register constructed parts for synchronization
2797 UnregisterPartForSync(construtionPart.GetId());
2798
2799 //register action that was performed on part
2800 RegisterActionForSync(construtionPart.GetId(), action_id);
2801
2802 //synchronize
2804
2805 // server part of sync, client will be synced from SetPartsFromSyncData
2806 SetPartFromSyncData(construtionPart);
2807
2808 UpdateNavmesh();
2809
2810 //update visuals
2811 UpdateVisuals();
2812
2813 //reset action sync data
2814 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2815
2816 //check base state
2817 if (construtionPart.IsBase())
2818 {
2819 //Destroy construction
2820 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2821 }
2822 }
2823
2824 void OnPartDismantledClient( string part_name, int action_id )
2825 {
2826 //play sound
2827 SoundDismantleStart( part_name );
2828 }
2829
2830 //Destroy
2831 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2832 {
2833 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2834 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2835
2836 //register constructed parts for synchronization
2837 UnregisterPartForSync(construtionPart.GetId());
2838
2839 //register action that was performed on part
2840 RegisterActionForSync(construtionPart.GetId(), action_id);
2841
2842 //synchronize
2844
2845 // server part of sync, client will be synced from SetPartsFromSyncData
2846 SetPartFromSyncData(construtionPart);
2847
2848 UpdateNavmesh();
2849
2850 //update visuals
2851 UpdateVisuals();
2852
2853 //reset action sync data
2854 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2855
2856 //check base state
2857 if (construtionPart.IsBase())
2858 {
2859 //Destroy construction
2860 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2861 }
2862 }
2863
2864 void OnPartDestroyedClient( string part_name, int action_id )
2865 {
2866 //play sound
2867 SoundDestroyStart( part_name );
2868 }
2869
2870 // --- UPDATE
2871 void InitBaseState()
2872 {
2873 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2874
2875 InitVisuals();
2876 UpdateNavmesh(); //regenerate navmesh
2877 }
2878
2879 void InitVisuals()
2880 {
2881 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2882 //check base
2883 if ( !HasBase() )
2884 {
2885 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2886 }
2887 else
2888 {
2889 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2890 }
2891
2892 GetConstruction().InitVisuals();
2893 }
2894
2895 void UpdateVisuals()
2896 {
2897 array<string> attachmentSlots = new array<string>;
2898
2899 GetAttachmentSlots(this, attachmentSlots);
2900 foreach (string slotName : attachmentSlots)
2901 {
2903 }
2904
2905 //check base
2906 if (!HasBase())
2907 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2908 else
2909 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2910
2911 GetConstruction().UpdateVisuals();
2912 }
2913
2914 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2915 {
2916 string slotNameMounted = slot_name + "_Mounted";
2917 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2918
2919 if (attachment)
2920 {
2921 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2922 if (barbedWire && barbedWire.IsMounted())
2923 CreateAreaDamage(slotNameMounted);
2924 else
2925 DestroyAreaDamage(slotNameMounted);
2926
2927 if (is_locked)
2928 {
2929 SetAnimationPhase(slotNameMounted, 0);
2930 SetAnimationPhase(slot_name, 1);
2931 }
2932 else
2933 {
2934 SetAnimationPhase(slotNameMounted, 1);
2935 SetAnimationPhase(slot_name, 0);
2936 }
2937 }
2938 else
2939 {
2940 SetAnimationPhase(slotNameMounted, 1);
2941 SetAnimationPhase(slot_name, 1);
2942
2943 DestroyAreaDamage(slotNameMounted);
2944 }
2945 }
2946
2947 // avoid calling this function on frequent occasions, it's a massive performance hit
2948 void UpdatePhysics()
2949 {
2951 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2952
2953 array<string> attachmentSlots = new array<string>;
2954 GetAttachmentSlots(this, attachmentSlots);
2955
2957 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2958
2959 foreach (string slotName : attachmentSlots)
2960 {
2962 }
2963
2964 //check base
2965 if (!HasBase())
2966 {
2968 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2969
2970 AddProxyPhysics(ANIMATION_DEPLOYED);
2971 }
2972 else
2973 {
2975 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2976
2977 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2978 }
2979
2980 GetConstruction().UpdatePhysics();
2981 UpdateNavmesh();
2982 }
2983
2984 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2985 {
2986 //checks for invalid appends; hotfix
2987 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2988 return;
2989 //----------------------------------
2990 string slot_name_mounted = slot_name + "_Mounted";
2991 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2992
2993 //remove proxy physics
2994 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2995 RemoveProxyPhysics( slot_name_mounted );
2996 RemoveProxyPhysics( slot_name );
2997
2998 if ( attachment )
2999 {
3000 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3001 if ( is_locked )
3002 {
3003 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3004 AddProxyPhysics( slot_name_mounted );
3005 }
3006 else
3007 {
3008 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3009 AddProxyPhysics( slot_name );
3010 }
3011 }
3012 }
3013
3014 protected void UpdateNavmesh()
3015 {
3016 SetAffectPathgraph( true, false );
3017 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3018 }
3019
3020 override bool CanUseConstruction()
3021 {
3022 return true;
3023 }
3024
3025 override bool CanUseConstructionBuild()
3026 {
3027 return true;
3028 }
3029
3030 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3031 {
3032 if ( attachment )
3033 {
3034 InventoryLocation inventory_location = new InventoryLocation;
3035 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3036
3037 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3038 }
3039
3040 return false;
3041 }
3042
3043 protected bool IsAttachmentSlotLocked( string slot_name )
3044 {
3045 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3046 }
3047
3048 //--- ATTACHMENT SLOTS
3049 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3050 {
3051 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3052 if ( g_Game.ConfigIsExisting( config_path ) )
3053 {
3054 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3055 }
3056 }
3057
3058 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3059 {
3060 return true;
3061 }
3062
3063 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3064 {
3065 return true;
3066 }
3067
3068 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3069 {
3070 return true;
3071 }
3072
3073 // --- INIT
3075 {
3076 m_Construction = new Construction(this);
3077 return m_Construction;
3078 }
3079
3081 {
3082 return m_Construction;
3083 }
3084
3086 {
3087 return Construction.Cast(m_Construction);
3088 }
3089
3091 {
3092 int attachment_count = GetInventory().AttachmentCount();
3093 if ( attachment_count > 0 )
3094 {
3095 if ( HasBase() && attachment_count == 1 )
3096 {
3097 return false;
3098 }
3099
3100 return true;
3101 }
3102
3103 return false;
3104 }
3105
3106 override bool ShowZonesHealth()
3107 {
3108 return true;
3109 }
3110
3111 override bool IsTakeable()
3112 {
3113 return false;
3114 }
3115
3116 //this into/outo parent.Cargo
3117 override bool CanPutInCargo( EntityAI parent )
3118 {
3119 return false;
3120 }
3121
3122 override bool CanRemoveFromCargo( EntityAI parent )
3123 {
3124 return false;
3125 }
3126
3127 //hands
3128 override bool CanPutIntoHands( EntityAI parent )
3129 {
3130 return false;
3131 }
3132
3133 //--- ACTION CONDITIONS
3134 //direction
3135 override bool IsFacingPlayer( PlayerBase player, string selection )
3136 {
3137 return true;
3138 }
3139
3140 override bool IsPlayerInside( PlayerBase player, string selection )
3141 {
3142 return true;
3143 }
3144
3147 {
3148 return false;
3149 }
3150
3151 //roof check
3152 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3153 {
3154 return false;
3155 }
3156
3157 //selection->player distance check
3158 bool HasProperDistance( string selection, PlayerBase player )
3159 {
3160 return true;
3161 }
3162
3163 //folding
3165 {
3166 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3167 {
3168 return false;
3169 }
3170
3171 return true;
3172 }
3173
3175 {
3178
3179 return item;
3180 }
3181
3182 //Damage triggers (barbed wire)
3183 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3184 {
3185 if ( g_Game && g_Game.IsServer() )
3186 {
3187 //destroy area damage if some already exists
3188 DestroyAreaDamage( slot_name );
3189
3190 //create new area damage
3192 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3193
3194 vector min_max[2];
3195 if ( MemoryPointExists( slot_name + "_min" ) )
3196 {
3197 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3198 }
3199 if ( MemoryPointExists( slot_name + "_max" ) )
3200 {
3201 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3202 }
3203
3204 //get proper trigger extents (min<max)
3205 vector extents[2];
3206 GetConstruction().GetTriggerExtents( min_max, extents );
3207
3208 //get box center
3209 vector center;
3210 center = GetConstruction().GetBoxCenter( min_max );
3211 center = ModelToWorld( center );
3212
3213 //rotate center if needed
3215 CalcDamageAreaRotation( rotation_angle, center, orientation );
3216
3217 areaDamage.SetExtents( extents[0], extents[1] );
3218 areaDamage.SetAreaPosition( center );
3219 areaDamage.SetAreaOrientation( orientation );
3220 areaDamage.SetLoopInterval( 1.0 );
3221 areaDamage.SetDeferDuration( 0.2 );
3222 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3223 areaDamage.SetAmmoName( "BarbedWireHit" );
3224 areaDamage.Spawn();
3225
3226 m_DamageTriggers.Insert( slot_name, areaDamage );
3227 }
3228 }
3229
3230 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3231 {
3232 if ( angle_deg != 0 )
3233 {
3234 //orientation
3235 orientation[0] = orientation[0] - angle_deg;
3236
3237 //center
3238 vector rotate_axis;
3239 if ( MemoryPointExists( "rotate_axis" ) )
3240 {
3241 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3242 }
3243 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];
3244 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];
3245 center[0] = r_center_x;
3246 center[2] = r_center_z;
3247 }
3248 }
3249
3250 void DestroyAreaDamage( string slot_name )
3251 {
3252 if (g_Game && g_Game.IsServer())
3253 {
3255 if (m_DamageTriggers.Find(slot_name, areaDamage))
3256 {
3257 if (areaDamage)
3258 {
3259 areaDamage.Destroy();
3260 }
3261
3262 m_DamageTriggers.Remove( slot_name );
3263 }
3264 }
3265 }
3266
3267 override bool IsIgnoredByConstruction()
3268 {
3269 return true;
3270 }
3271
3272 //================================================================
3273 // SOUNDS
3274 //================================================================
3275 protected void SoundBuildStart( string part_name )
3276 {
3277 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3278 }
3279
3280 protected void SoundDismantleStart( string part_name )
3281 {
3282 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3283 }
3284
3285 protected void SoundDestroyStart( string part_name )
3286 {
3287 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3288 }
3289
3290 protected string GetBuildSoundByMaterial( string part_name )
3291 {
3292 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3293
3294 switch ( material_type )
3295 {
3296 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3297 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3298 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3299 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3300 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3301 }
3302
3303 return "";
3304 }
3305
3306 protected string GetDismantleSoundByMaterial( string part_name )
3307 {
3308 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3309
3310 switch ( material_type )
3311 {
3312 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3313 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3314 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3315 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3316 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3317 }
3318
3319 return "";
3320 }
3321
3322 //misc
3323 void CheckForHybridAttachments( EntityAI item, string slot_name )
3324 {
3325 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3326 {
3327 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3328 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3329 {
3330 SetHealth(slot_name,"Health",item.GetHealth());
3331 }
3332 }
3333 }
3334
3335 override int GetDamageSystemVersionChange()
3336 {
3337 return 111;
3338 }
3339
3340 override void SetActions()
3341 {
3342 super.SetActions();
3343
3347 }
3348
3349 protected void DestroyConstructedParts()
3350 {
3351 Construction construction = GetConstruction();
3352 if (!construction)
3353 return;
3354
3355 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3356 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3357 {
3358 ConstructionPart part = constructionParts.GetElement(i);
3359 if (part && part.IsBuilt() && !part.IsUtilityPart())
3360 {
3361 construction.DestroyPartServer(null, part.GetPartName(), -1);
3362 }
3363 }
3364 }
3365
3366 protected void HandleFallingForConstructedParts()
3367 {
3368 Construction construction = GetConstruction();
3369 if (!construction)
3370 return;
3371
3372 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3373 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3374 {
3375 ConstructionPart part = constructionParts.GetElement(i);
3376 if (part && part.IsBuilt() && !part.IsUtilityPart())
3377 {
3378 construction.HandleEntityFalling(part.GetPartName());
3379 }
3380 }
3381 }
3382
3384 override void OnItemFallRebuilding()
3385 {
3386 if (!g_Game.IsServer())
3387 return;
3388
3391
3392 if (DestroyOnFall())
3393 {
3395 {
3397 }
3398 else
3399 {
3401 {
3403 }
3404 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3405 }
3406 }
3407 }
3408
3410 {
3411 if (HasAnyAttachmentsOrCargo())
3412 {
3414 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3415 }
3416 }
3417
3418 //================================================================
3419 // DEBUG
3420 //================================================================
3421
3424 {
3425 return null;
3426 }
3427
3428 override void OnDebugSpawn()
3429 {
3430 FullyBuild();
3431 }
3432
3433 void FullyBuild()
3434 {
3436 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3437
3438 Man p;
3439
3440 #ifdef SERVER
3441 array<Man> players = new array<Man>;
3442 g_Game.GetWorld().GetPlayerList(players);
3443 if (players.Count())
3444 p = players[0];
3445 #else
3446 p = g_Game.GetPlayer();
3447 #endif
3448
3449 foreach (ConstructionPart part : parts)
3450 {
3451 bool excluded = false;
3452 string partName = part.GetPartName();
3453 if (excludes)
3454 {
3455 foreach (string exclude : excludes)
3456 {
3457 if (partName.Contains(exclude))
3458 {
3459 excluded = true;
3460 break;
3461 }
3462 }
3463 }
3464
3465 if (!excluded)
3466 {
3467 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3468 }
3469 }
3470
3471 GetConstruction().UpdateVisuals();
3472 }
3473
3475 //Deprecated code playpen//
3477 [Obsolete("handled in the Construction component directly")]
3478 protected void HandleItemFalling(ConstructionPart part)
3479 {
3480 }
3481
3482 [Obsolete("handled in the Construction component directly")]
3483 protected void ItemFall(vector min, vector max)
3484 {
3485 }
3486
3487 [Obsolete("obsolete debug method")]
3488 protected void DebugCustomState()
3489 {
3490 }
3491}
3492
3493void bsbDebugPrint (string s)
3494{
3495#ifdef BSB_DEBUG
3496 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3497#else
3498 //Print("" + s); // comment/uncomment to hide/see debug logs
3499#endif
3500}
3501void bsbDebugSpam (string s)
3502{
3503#ifdef BSB_DEBUG_SPAM
3504 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3505#else
3506 //Print("" + s); // comment/uncomment to hide/see debug logs
3507#endif
3508}
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