DayZ 1.30
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◆ AfterStoreLoad()

override void bsbDebugPrint::AfterStoreLoad ( )
protected

См. определение в файле BaseBuildingBase.c строка 1754

1756{
1757 const string ANIMATION_DEPLOYED = "Deployed";
1758
1759 float m_ConstructionKitHealth; //stored health value for used construction kit
1760
1761 bool m_HasBase;
1762 //variables for synchronization of base building parts (2x31 is the current limit)
1763 int m_SyncParts01; //synchronization for already built parts (31 parts)
1764 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1765 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1766 int m_InteractedPartId; //construction part id that an action was performed on
1767 int m_PerformedActionId; //action id that was performed on a construction part
1768 protected ref ConstructionBasic m_Construction;
1769
1770 //Sounds
1771 //build
1772 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1773 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1774 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1775 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1776 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1777 //dismantle
1778 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1779 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1780 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1781 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1782 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1783
1784 protected EffectSound m_Sound;
1785
1789
1790 // Constructor
1791 void BaseBuildingBase()
1792 {
1794
1795 //synchronized variables
1796 RegisterNetSyncVariableInt( "m_SyncParts01" );
1797 RegisterNetSyncVariableInt( "m_SyncParts02" );
1798 RegisterNetSyncVariableInt( "m_SyncParts03" );
1799 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1800 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1801 RegisterNetSyncVariableBool( "m_HasBase" );
1802
1803 //Construction init
1804 ConstructionInit();
1805
1806 if (ConfigIsExisting("hybridAttachments"))
1807 {
1809 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1810 }
1811 if (ConfigIsExisting("mountables"))
1812 {
1814 ConfigGetTextArray("mountables", m_Mountables);
1815 }
1816
1817 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1818 SetAllowDamage(true);
1819 }
1820
1821 override string GetInvulnerabilityTypeString()
1822 {
1823 return "disableBaseDamage";
1824 }
1825
1826 override bool CanObstruct()
1827 {
1828 return true;
1829 }
1830
1831 override int GetHideIconMask()
1832 {
1833 return EInventoryIconVisibility.HIDE_VICINITY;
1834 }
1835
1836 override void InitItemSounds()
1837 {
1838 super.InitItemSounds();
1839
1841 SoundParameters params = new SoundParameters();
1842 params.m_Loop = true;
1843
1844 if (GetFoldSoundset() != string.Empty)
1845 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1846 if (GetLoopFoldSoundset() != string.Empty)
1847 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1848 }
1849
1850 override string GetFoldSoundset()
1851 {
1852 return "putDown_FenceKit_SoundSet";
1853 }
1854
1855 override string GetLoopFoldSoundset()
1856 {
1857 return "Shelter_Site_Build_Loop_SoundSet";
1858 }
1859
1860 // --- SYNCHRONIZATION
1862 {
1863 if ( g_Game.IsServer() )
1864 {
1865 SetSynchDirty();
1866 }
1867 }
1868
1869 override void OnVariablesSynchronized()
1870 {
1871 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1872 super.OnVariablesSynchronized();
1873
1874 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1875 }
1876
1877 protected void OnSynchronizedClient()
1878 {
1879 //update parts
1881
1882 //update action on part
1884
1885 //update visuals (client)
1886 UpdateVisuals();
1887 }
1888
1889 //parts synchronization
1890 void RegisterPartForSync( int part_id )
1891 {
1892 //part_id must starts from index = 1
1893 int offset;
1894 int mask;
1895
1896 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1897 {
1898 offset = part_id - 1;
1899 mask = 1 << offset;
1900
1901 m_SyncParts01 = m_SyncParts01 | mask;
1902 }
1903 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1904 {
1905 offset = ( part_id % 32 );
1906 mask = 1 << offset;
1907
1908 m_SyncParts02 = m_SyncParts02 | mask;
1909 }
1910 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1911 {
1912 offset = ( part_id % 63 );
1913 mask = 1 << offset;
1914
1915 m_SyncParts03 = m_SyncParts03 | mask;
1916 }
1917 }
1918
1919 void UnregisterPartForSync( int part_id )
1920 {
1921 //part_id must starts from index = 1
1922 int offset;
1923 int mask;
1924
1925 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1926 {
1927 offset = part_id - 1;
1928 mask = 1 << offset;
1929
1930 m_SyncParts01 = m_SyncParts01 & ~mask;
1931 }
1932 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1933 {
1934 offset = ( part_id % 32 );
1935 mask = 1 << offset;
1936
1937 m_SyncParts02 = m_SyncParts02 & ~mask;
1938 }
1939 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1940 {
1941 offset = ( part_id % 63 );
1942 mask = 1 << offset;
1943
1944 m_SyncParts03 = m_SyncParts03 & ~mask;
1945 }
1946 }
1947
1948 bool IsPartBuildInSyncData( int part_id )
1949 {
1950 //part_id must starts from index = 1
1951 int offset;
1952 int mask;
1953
1954 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1955 {
1956 offset = part_id - 1;
1957 mask = 1 << offset;
1958
1959 if ( ( m_SyncParts01 & mask ) > 0 )
1960 {
1961 return true;
1962 }
1963 }
1964 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1965 {
1966 offset = ( part_id % 32 );
1967 mask = 1 << offset;
1968
1969 if ( ( m_SyncParts02 & mask ) > 0 )
1970 {
1971 return true;
1972 }
1973 }
1974 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1975 {
1976 offset = ( part_id % 63 );
1977 mask = 1 << offset;
1978
1979 if ( ( m_SyncParts03 & mask ) > 0 )
1980 {
1981 return true;
1982 }
1983 }
1984
1985 return false;
1986 }
1987
1988 protected void RegisterActionForSync( int part_id, int action_id )
1989 {
1990 m_InteractedPartId = part_id;
1991 m_PerformedActionId = action_id;
1992 }
1993
1994 protected void ResetActionSyncData()
1995 {
1996 //reset data
1997 m_InteractedPartId = -1;
1999 }
2000
2001 protected void SetActionFromSyncData()
2002 {
2003 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2004 {
2006 int build_action_id = m_PerformedActionId;
2007
2008 switch( build_action_id )
2009 {
2010 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2011 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2012 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2013 }
2014 }
2015 }
2016 //------
2017
2019 {
2020 string key = part.GetPartName();
2021 bool is_base = part.IsBase();
2022 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2023 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2024 if ( is_part_built_sync )
2025 {
2026 if ( !part.IsBuilt() )
2027 {
2028 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2029 GetConstruction().AddToConstructedParts( key );
2030 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2031
2032 if (is_base)
2033 {
2035 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2036 }
2037 }
2038 }
2039 else
2040 {
2041 if ( part.IsBuilt() )
2042 {
2043 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2044 GetConstruction().RemoveFromConstructedParts( key );
2045 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2046
2047 if (is_base)
2048 {
2050 AddProxyPhysics( ANIMATION_DEPLOYED );
2051 }
2052 }
2053 }
2054
2055 //check slot lock for material attachments
2056 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2057 }
2058
2059 //set construction parts based on synchronized data
2061 {
2062 Construction construction = GetConstruction();
2063 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2064
2065 for ( int i = 0; i < construction_parts.Count(); ++i )
2066 {
2067 string key = construction_parts.GetKey( i );
2068 ConstructionPart value = construction_parts.Get( key );
2069 SetPartFromSyncData(value);
2070 }
2071
2072 //regenerate navmesh
2073 UpdateNavmesh();
2074 }
2075
2076 protected ConstructionPart GetConstructionPartById( int id )
2077 {
2078 Construction construction = GetConstruction();
2079 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2080
2081 for ( int i = 0; i < construction_parts.Count(); ++i )
2082 {
2083 string key = construction_parts.GetKey( i );
2084 ConstructionPart value = construction_parts.Get( key );
2085
2086 if ( value.GetId() == id )
2087 {
2088 return value;
2089 }
2090 }
2091
2092 return NULL;
2093 }
2094 //
2095
2096 //Base
2097 bool HasBase()
2098 {
2099 return m_HasBase;
2100 }
2101
2102 void SetBaseState( bool has_base )
2103 {
2104 m_HasBase = has_base;
2105 }
2106
2107 override bool IsDeployable()
2108 {
2109 return true;
2110 }
2111
2112 bool IsOpened()
2113 {
2114 return false;
2115 }
2116
2117 //--- CONSTRUCTION KIT
2119 {
2120 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2121 if ( m_ConstructionKitHealth > 0 )
2122 {
2123 construction_kit.SetHealth( m_ConstructionKitHealth );
2124 }
2125
2126 return construction_kit;
2127 }
2128
2129 void CreateConstructionKitInHands(notnull PlayerBase player)
2130 {
2131 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2132 if ( m_ConstructionKitHealth > 0 )
2133 {
2134 construction_kit.SetHealth( m_ConstructionKitHealth );
2135 }
2136 }
2137
2138 protected vector GetKitSpawnPosition()
2139 {
2140 return GetPosition();
2141 }
2142
2143 protected string GetConstructionKitType()
2144 {
2145 return "";
2146 }
2147
2148 void DestroyConstructionKit( ItemBase construction_kit )
2149 {
2150 m_ConstructionKitHealth = construction_kit.GetHealth();
2151 g_Game.ObjectDelete( construction_kit );
2152 }
2153
2154 //--- CONSTRUCTION
2155 void DestroyConstruction()
2156 {
2157 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2158 g_Game.ObjectDelete( this );
2159 }
2160
2161 // --- EVENTS
2162 override void EEDelete(EntityAI parent)
2163 {
2164 super.EEDelete(parent);
2165
2166 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2167 {
2168 areaDamage.Destroy();
2169 }
2170
2171 }
2172
2173 override void OnStoreSave( ParamsWriteContext ctx )
2174 {
2175 super.OnStoreSave( ctx );
2176
2177 //sync parts 01
2178 ctx.Write( m_SyncParts01 );
2179 ctx.Write( m_SyncParts02 );
2180 ctx.Write( m_SyncParts03 );
2181
2182 ctx.Write( m_HasBase );
2183 }
2184
2185 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2186 {
2187 if ( !super.OnStoreLoad( ctx, version ) )
2188 return false;
2189
2190 //--- Base building data ---
2191 //Restore synced parts data
2192 if ( !ctx.Read( m_SyncParts01 ) )
2193 {
2194 m_SyncParts01 = 0; //set default
2195 return false;
2196 }
2197 if ( !ctx.Read( m_SyncParts02 ) )
2198 {
2199 m_SyncParts02 = 0; //set default
2200 return false;
2201 }
2202 if ( !ctx.Read( m_SyncParts03 ) )
2203 {
2204 m_SyncParts03 = 0; //set default
2205 return false;
2206 }
2207
2208 //has base
2209 if ( !ctx.Read( m_HasBase ) )
2210 {
2211 m_HasBase = false;
2212 return false;
2213 }
2214 //---
2215
2216 return true;
2217 }
2218
2219 override void AfterStoreLoad()
2220 {
2221 super.AfterStoreLoad();
2222
2224 {
2226 }
2227 }
2228
2230 {
2231 //update server data
2233
2234 //set base state
2235 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2236 SetBaseState( part.IsBuilt() ) ;
2237
2238 //synchronize after load
2240 }
2241
2242 override void OnCreatePhysics()
2243 {
2244 super.OnCreatePhysics();
2245
2246 ConstructionInit();
2248 }
2249
2250 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2251 {
2253 return;
2254
2255 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2256 }
2257
2258 override void EEOnAfterLoad()
2259 {
2261 {
2262 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2263 }
2264
2265 super.EEOnAfterLoad();
2266 }
2267
2268 override void EEItemAttached( EntityAI item, string slot_name )
2269 {
2270 super.EEItemAttached( item, slot_name );
2271
2272 CheckForHybridAttachments( item, slot_name );
2273 UpdateVisuals();
2274 UpdateAttachmentPhysics( slot_name, false );
2275 }
2276
2277 override void EEItemDetached( EntityAI item, string slot_name )
2278 {
2279 super.EEItemDetached( item, slot_name );
2280
2281 UpdateVisuals();
2282 UpdateAttachmentPhysics( slot_name, false );
2283 }
2284
2285 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2286 {
2287 string slot_name = InventorySlots.GetSlotName( slotId );
2288 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2289
2290 UpdateAttachmentVisuals( slot_name, locked );
2291 UpdateAttachmentPhysics( slot_name, locked );
2292 }
2293
2294 //ignore out of reach condition
2295 override bool IgnoreOutOfReachCondition()
2296 {
2297 return true;
2298 }
2299
2300 //CONSTRUCTION EVENTS
2301 //Build
2302 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2303 {
2304 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2305
2306 //check base state
2307 if (construtionPart.IsBase())
2308 {
2309 SetBaseState(true);
2310
2311 //spawn kit
2313 }
2314
2315 //register constructed parts for synchronization
2316 RegisterPartForSync(construtionPart.GetId());
2317
2318 //register action that was performed on part
2319 RegisterActionForSync(construtionPart.GetId(), action_id);
2320
2321 //synchronize
2323
2324 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2325
2326 UpdateNavmesh();
2327
2328 //update visuals
2329 UpdateVisuals();
2330
2331 //reset action sync data
2332 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2333 }
2334
2335 void OnPartBuiltClient(string part_name, int action_id)
2336 {
2337 //play sound
2338 SoundBuildStart( part_name );
2339 }
2340
2341 //Dismantle
2342 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2343 {
2344 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2345 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2346
2347 //register constructed parts for synchronization
2348 UnregisterPartForSync(construtionPart.GetId());
2349
2350 //register action that was performed on part
2351 RegisterActionForSync(construtionPart.GetId(), action_id);
2352
2353 //synchronize
2355
2356 // server part of sync, client will be synced from SetPartsFromSyncData
2357 SetPartFromSyncData(construtionPart);
2358
2359 UpdateNavmesh();
2360
2361 //update visuals
2362 UpdateVisuals();
2363
2364 //reset action sync data
2365 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2366
2367 //check base state
2368 if (construtionPart.IsBase())
2369 {
2370 //Destroy construction
2371 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2372 }
2373 }
2374
2375 void OnPartDismantledClient( string part_name, int action_id )
2376 {
2377 //play sound
2378 SoundDismantleStart( part_name );
2379 }
2380
2381 //Destroy
2382 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2383 {
2384 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2385 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2386
2387 //register constructed parts for synchronization
2388 UnregisterPartForSync(construtionPart.GetId());
2389
2390 //register action that was performed on part
2391 RegisterActionForSync(construtionPart.GetId(), action_id);
2392
2393 //synchronize
2395
2396 // server part of sync, client will be synced from SetPartsFromSyncData
2397 SetPartFromSyncData(construtionPart);
2398
2399 UpdateNavmesh();
2400
2401 //update visuals
2402 UpdateVisuals();
2403
2404 //reset action sync data
2405 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2406
2407 //check base state
2408 if (construtionPart.IsBase())
2409 {
2410 //Destroy construction
2411 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2412 }
2413 }
2414
2415 void OnPartDestroyedClient( string part_name, int action_id )
2416 {
2417 //play sound
2418 SoundDestroyStart( part_name );
2419 }
2420
2421 // --- UPDATE
2422 void InitBaseState()
2423 {
2424 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2425
2426 InitVisuals();
2427 UpdateNavmesh(); //regenerate navmesh
2428 }
2429
2430 void InitVisuals()
2431 {
2432 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2433 //check base
2434 if ( !HasBase() )
2435 {
2436 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2437 }
2438 else
2439 {
2440 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2441 }
2442
2443 GetConstruction().InitVisuals();
2444 }
2445
2446 void UpdateVisuals()
2447 {
2448 array<string> attachmentSlots = new array<string>;
2449
2450 GetAttachmentSlots(this, attachmentSlots);
2451 foreach (string slotName : attachmentSlots)
2452 {
2454 }
2455
2456 //check base
2457 if (!HasBase())
2458 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2459 else
2460 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2461
2462 GetConstruction().UpdateVisuals();
2463 }
2464
2465 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2466 {
2467 string slotNameMounted = slot_name + "_Mounted";
2468 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2469
2470 if (attachment)
2471 {
2472 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2473 if (barbedWire && barbedWire.IsMounted())
2474 CreateAreaDamage(slotNameMounted);
2475 else
2476 DestroyAreaDamage(slotNameMounted);
2477
2478 if (is_locked)
2479 {
2480 SetAnimationPhase(slotNameMounted, 0);
2481 SetAnimationPhase(slot_name, 1);
2482 }
2483 else
2484 {
2485 SetAnimationPhase(slotNameMounted, 1);
2486 SetAnimationPhase(slot_name, 0);
2487 }
2488 }
2489 else
2490 {
2491 SetAnimationPhase(slotNameMounted, 1);
2492 SetAnimationPhase(slot_name, 1);
2493
2494 DestroyAreaDamage(slotNameMounted);
2495 }
2496 }
2497
2498 // avoid calling this function on frequent occasions, it's a massive performance hit
2499 void UpdatePhysics()
2500 {
2502 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2503
2504 array<string> attachmentSlots = new array<string>;
2505 GetAttachmentSlots(this, attachmentSlots);
2506
2508 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2509
2510 foreach (string slotName : attachmentSlots)
2511 {
2513 }
2514
2515 //check base
2516 if (!HasBase())
2517 {
2519 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2520
2521 AddProxyPhysics(ANIMATION_DEPLOYED);
2522 }
2523 else
2524 {
2526 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2527
2528 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2529 }
2530
2531 GetConstruction().UpdatePhysics();
2532 UpdateNavmesh();
2533 }
2534
2535 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2536 {
2537 //checks for invalid appends; hotfix
2538 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2539 return;
2540 //----------------------------------
2541 string slot_name_mounted = slot_name + "_Mounted";
2542 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2543
2544 //remove proxy physics
2545 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2546 RemoveProxyPhysics( slot_name_mounted );
2547 RemoveProxyPhysics( slot_name );
2548
2549 if ( attachment )
2550 {
2551 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2552 if ( is_locked )
2553 {
2554 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2555 AddProxyPhysics( slot_name_mounted );
2556 }
2557 else
2558 {
2559 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2560 AddProxyPhysics( slot_name );
2561 }
2562 }
2563 }
2564
2565 protected void UpdateNavmesh()
2566 {
2567 SetAffectPathgraph( true, false );
2568 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2569 }
2570
2571 override bool CanUseConstruction()
2572 {
2573 return true;
2574 }
2575
2576 override bool CanUseConstructionBuild()
2577 {
2578 return true;
2579 }
2580
2581 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2582 {
2583 if ( attachment )
2584 {
2585 InventoryLocation inventory_location = new InventoryLocation;
2586 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2587
2588 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2589 }
2590
2591 return false;
2592 }
2593
2594 protected bool IsAttachmentSlotLocked( string slot_name )
2595 {
2596 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2597 }
2598
2599 //--- ATTACHMENT SLOTS
2600 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2601 {
2602 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2603 if ( g_Game.ConfigIsExisting( config_path ) )
2604 {
2605 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2606 }
2607 }
2608
2609 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2610 {
2611 return true;
2612 }
2613
2614 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2615 {
2616 return true;
2617 }
2618
2619 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2620 {
2621 return true;
2622 }
2623
2624 // --- INIT
2626 {
2627 m_Construction = new Construction(this);
2628 return m_Construction;
2629 }
2630
2632 {
2633 return m_Construction;
2634 }
2635
2637 {
2638 return Construction.Cast(m_Construction);
2639 }
2640
2642 {
2643 int attachment_count = GetInventory().AttachmentCount();
2644 if ( attachment_count > 0 )
2645 {
2646 if ( HasBase() && attachment_count == 1 )
2647 {
2648 return false;
2649 }
2650
2651 return true;
2652 }
2653
2654 return false;
2655 }
2656
2657 override bool ShowZonesHealth()
2658 {
2659 return true;
2660 }
2661
2662 override bool IsTakeable()
2663 {
2664 return false;
2665 }
2666
2667 //this into/outo parent.Cargo
2668 override bool CanPutInCargo( EntityAI parent )
2669 {
2670 return false;
2671 }
2672
2673 override bool CanRemoveFromCargo( EntityAI parent )
2674 {
2675 return false;
2676 }
2677
2678 //hands
2679 override bool CanPutIntoHands( EntityAI parent )
2680 {
2681 return false;
2682 }
2683
2684 //--- ACTION CONDITIONS
2685 //direction
2686 override bool IsFacingPlayer( PlayerBase player, string selection )
2687 {
2688 return true;
2689 }
2690
2691 override bool IsPlayerInside( PlayerBase player, string selection )
2692 {
2693 return true;
2694 }
2695
2698 {
2699 return false;
2700 }
2701
2702 //roof check
2703 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2704 {
2705 return false;
2706 }
2707
2708 //selection->player distance check
2709 bool HasProperDistance( string selection, PlayerBase player )
2710 {
2711 return true;
2712 }
2713
2714 //folding
2716 {
2717 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2718 {
2719 return false;
2720 }
2721
2722 return true;
2723 }
2724
2726 {
2729
2730 return item;
2731 }
2732
2733 //Damage triggers (barbed wire)
2734 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2735 {
2736 if ( g_Game && g_Game.IsServer() )
2737 {
2738 //destroy area damage if some already exists
2739 DestroyAreaDamage( slot_name );
2740
2741 //create new area damage
2743 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2744
2745 vector min_max[2];
2746 if ( MemoryPointExists( slot_name + "_min" ) )
2747 {
2748 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2749 }
2750 if ( MemoryPointExists( slot_name + "_max" ) )
2751 {
2752 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2753 }
2754
2755 //get proper trigger extents (min<max)
2756 vector extents[2];
2757 GetConstruction().GetTriggerExtents( min_max, extents );
2758
2759 //get box center
2760 vector center;
2761 center = GetConstruction().GetBoxCenter( min_max );
2762 center = ModelToWorld( center );
2763
2764 //rotate center if needed
2766 CalcDamageAreaRotation( rotation_angle, center, orientation );
2767
2768 areaDamage.SetExtents( extents[0], extents[1] );
2769 areaDamage.SetAreaPosition( center );
2770 areaDamage.SetAreaOrientation( orientation );
2771 areaDamage.SetLoopInterval( 1.0 );
2772 areaDamage.SetDeferDuration( 0.2 );
2773 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2774 areaDamage.SetAmmoName( "BarbedWireHit" );
2775 areaDamage.Spawn();
2776
2777 m_DamageTriggers.Insert( slot_name, areaDamage );
2778 }
2779 }
2780
2781 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2782 {
2783 if ( angle_deg != 0 )
2784 {
2785 //orientation
2786 orientation[0] = orientation[0] - angle_deg;
2787
2788 //center
2789 vector rotate_axis;
2790 if ( MemoryPointExists( "rotate_axis" ) )
2791 {
2792 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2793 }
2794 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];
2795 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];
2796 center[0] = r_center_x;
2797 center[2] = r_center_z;
2798 }
2799 }
2800
2801 void DestroyAreaDamage( string slot_name )
2802 {
2803 if (g_Game && g_Game.IsServer())
2804 {
2806 if (m_DamageTriggers.Find(slot_name, areaDamage))
2807 {
2808 if (areaDamage)
2809 {
2810 areaDamage.Destroy();
2811 }
2812
2813 m_DamageTriggers.Remove( slot_name );
2814 }
2815 }
2816 }
2817
2818 override bool IsIgnoredByConstruction()
2819 {
2820 return true;
2821 }
2822
2823 //================================================================
2824 // SOUNDS
2825 //================================================================
2826 protected void SoundBuildStart( string part_name )
2827 {
2828 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2829 }
2830
2831 protected void SoundDismantleStart( string part_name )
2832 {
2833 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2834 }
2835
2836 protected void SoundDestroyStart( string part_name )
2837 {
2838 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2839 }
2840
2841 protected string GetBuildSoundByMaterial( string part_name )
2842 {
2843 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2844
2845 switch ( material_type )
2846 {
2847 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2848 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2849 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2850 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2851 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2852 }
2853
2854 return "";
2855 }
2856
2857 protected string GetDismantleSoundByMaterial( string part_name )
2858 {
2859 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2860
2861 switch ( material_type )
2862 {
2863 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2864 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2865 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2866 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2867 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2868 }
2869
2870 return "";
2871 }
2872
2873 //misc
2874 void CheckForHybridAttachments( EntityAI item, string slot_name )
2875 {
2876 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2877 {
2878 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2879 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2880 {
2881 SetHealth(slot_name,"Health",item.GetHealth());
2882 }
2883 }
2884 }
2885
2886 override int GetDamageSystemVersionChange()
2887 {
2888 return 111;
2889 }
2890
2891 override void SetActions()
2892 {
2893 super.SetActions();
2894
2898 }
2899
2900 protected void DestroyConstructedParts()
2901 {
2902 Construction construction = GetConstruction();
2903 if (!construction)
2904 return;
2905
2906 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2907 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2908 {
2909 ConstructionPart part = constructionParts.GetElement(i);
2910 if (part && part.IsBuilt() && !part.IsUtilityPart())
2911 {
2912 construction.DestroyPartServer(null, part.GetPartName(), -1);
2913 }
2914 }
2915 }
2916
2917 protected void HandleFallingForConstructedParts()
2918 {
2919 Construction construction = GetConstruction();
2920 if (!construction)
2921 return;
2922
2923 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2924 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2925 {
2926 ConstructionPart part = constructionParts.GetElement(i);
2927 if (part && part.IsBuilt() && !part.IsUtilityPart())
2928 {
2929 construction.HandleEntityFalling(part.GetPartName());
2930 }
2931 }
2932 }
2933
2935 override void OnItemFallRebuilding()
2936 {
2937 if (!g_Game.IsServer())
2938 return;
2939
2942
2943 if (DestroyOnFall())
2944 {
2946 {
2948 }
2949 else
2950 {
2952 {
2954 }
2955 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2956 }
2957 }
2958 }
2959
2961 {
2962 if (HasAnyAttachmentsOrCargo())
2963 {
2965 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2966 }
2967 }
2968
2969 //================================================================
2970 // DEBUG
2971 //================================================================
2972
2975 {
2976 return null;
2977 }
2978
2979 override void OnDebugSpawn()
2980 {
2981 FullyBuild();
2982 }
2983
2984 void FullyBuild()
2985 {
2987 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2988
2989 Man p;
2990
2991 #ifdef SERVER
2992 array<Man> players = new array<Man>;
2993 g_Game.GetWorld().GetPlayerList(players);
2994 if (players.Count())
2995 p = players[0];
2996 #else
2997 p = g_Game.GetPlayer();
2998 #endif
2999
3000 foreach (ConstructionPart part : parts)
3001 {
3002 bool excluded = false;
3003 string partName = part.GetPartName();
3004 if (excludes)
3005 {
3006 foreach (string exclude : excludes)
3007 {
3008 if (partName.Contains(exclude))
3009 {
3010 excluded = true;
3011 break;
3012 }
3013 }
3014 }
3015
3016 if (!excluded)
3017 {
3018 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3019 }
3020 }
3021
3022 GetConstruction().UpdateVisuals();
3023 }
3024
3026 //Deprecated code playpen//
3028 [Obsolete("handled in the Construction component directly")]
3029 protected void HandleItemFalling(ConstructionPart part)
3030 {
3031 }
3032
3033 [Obsolete("handled in the Construction component directly")]
3034 protected void ItemFall(vector min, vector max)
3035 {
3036 }
3037
3038 [Obsolete("obsolete debug method")]
3039 protected void DebugCustomState()
3040 {
3041 }
3042}
3043
3044void bsbDebugPrint (string s)
3045{
3046#ifdef BSB_DEBUG
3047 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3048#else
3049 //Print("" + s); // comment/uncomment to hide/see debug logs
3050#endif
3051}
3052void bsbDebugSpam (string s)
3053{
3054#ifdef BSB_DEBUG_SPAM
3055 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3056#else
3057 //Print("" + s); // comment/uncomment to hide/see debug logs
3058#endif
3059}
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