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

◆ EEHealthLevelChanged()

override void bsbDebugPrint::EEHealthLevelChanged ( int oldLevel,
int newLevel,
string zone )
protected

См. определение в файле BaseBuildingBase.c строка 1785

1787{
1788 const string ANIMATION_DEPLOYED = "Deployed";
1789
1790 float m_ConstructionKitHealth; //stored health value for used construction kit
1791
1792 bool m_HasBase;
1793 //variables for synchronization of base building parts (2x31 is the current limit)
1794 int m_SyncParts01; //synchronization for already built parts (31 parts)
1795 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1796 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1797 int m_InteractedPartId; //construction part id that an action was performed on
1798 int m_PerformedActionId; //action id that was performed on a construction part
1799 protected ref ConstructionBasic m_Construction;
1800
1801 //Sounds
1802 //build
1803 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1804 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1805 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1806 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1807 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1808 //dismantle
1809 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1810 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1811 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1812 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1813 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1814
1815 protected EffectSound m_Sound;
1816
1820
1821 // Constructor
1822 void BaseBuildingBase()
1823 {
1825
1826 //synchronized variables
1827 RegisterNetSyncVariableInt( "m_SyncParts01" );
1828 RegisterNetSyncVariableInt( "m_SyncParts02" );
1829 RegisterNetSyncVariableInt( "m_SyncParts03" );
1830 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1831 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1832 RegisterNetSyncVariableBool( "m_HasBase" );
1833
1834 //Construction init
1835 ConstructionInit();
1836
1837 if (ConfigIsExisting("hybridAttachments"))
1838 {
1840 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1841 }
1842 if (ConfigIsExisting("mountables"))
1843 {
1845 ConfigGetTextArray("mountables", m_Mountables);
1846 }
1847
1848 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1849 SetAllowDamage(true);
1850 }
1851
1852 override string GetInvulnerabilityTypeString()
1853 {
1854 return "disableBaseDamage";
1855 }
1856
1857 override bool CanObstruct()
1858 {
1859 return true;
1860 }
1861
1862 override int GetHideIconMask()
1863 {
1864 return EInventoryIconVisibility.HIDE_VICINITY;
1865 }
1866
1867 override void InitItemSounds()
1868 {
1869 super.InitItemSounds();
1870
1872 SoundParameters params = new SoundParameters();
1873 params.m_Loop = true;
1874
1875 if (GetFoldSoundset() != string.Empty)
1876 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1877 if (GetLoopFoldSoundset() != string.Empty)
1878 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1879 }
1880
1881 override string GetFoldSoundset()
1882 {
1883 return "putDown_FenceKit_SoundSet";
1884 }
1885
1886 override string GetLoopFoldSoundset()
1887 {
1888 return "Shelter_Site_Build_Loop_SoundSet";
1889 }
1890
1891 // --- SYNCHRONIZATION
1893 {
1894 if ( g_Game.IsServer() )
1895 {
1896 SetSynchDirty();
1897 }
1898 }
1899
1900 override void OnVariablesSynchronized()
1901 {
1902 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1903 super.OnVariablesSynchronized();
1904
1905 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1906 }
1907
1908 protected void OnSynchronizedClient()
1909 {
1910 //update parts
1912
1913 //update action on part
1915
1916 //update visuals (client)
1917 UpdateVisuals();
1918 }
1919
1920 //parts synchronization
1921 void RegisterPartForSync( int part_id )
1922 {
1923 //part_id must starts from index = 1
1924 int offset;
1925 int mask;
1926
1927 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1928 {
1929 offset = part_id - 1;
1930 mask = 1 << offset;
1931
1932 m_SyncParts01 = m_SyncParts01 | mask;
1933 }
1934 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1935 {
1936 offset = ( part_id % 32 );
1937 mask = 1 << offset;
1938
1939 m_SyncParts02 = m_SyncParts02 | mask;
1940 }
1941 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1942 {
1943 offset = ( part_id % 63 );
1944 mask = 1 << offset;
1945
1946 m_SyncParts03 = m_SyncParts03 | mask;
1947 }
1948 }
1949
1950 void UnregisterPartForSync( int part_id )
1951 {
1952 //part_id must starts from index = 1
1953 int offset;
1954 int mask;
1955
1956 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1957 {
1958 offset = part_id - 1;
1959 mask = 1 << offset;
1960
1961 m_SyncParts01 = m_SyncParts01 & ~mask;
1962 }
1963 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1964 {
1965 offset = ( part_id % 32 );
1966 mask = 1 << offset;
1967
1968 m_SyncParts02 = m_SyncParts02 & ~mask;
1969 }
1970 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1971 {
1972 offset = ( part_id % 63 );
1973 mask = 1 << offset;
1974
1975 m_SyncParts03 = m_SyncParts03 & ~mask;
1976 }
1977 }
1978
1979 bool IsPartBuildInSyncData( int part_id )
1980 {
1981 //part_id must starts from index = 1
1982 int offset;
1983 int mask;
1984
1985 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1986 {
1987 offset = part_id - 1;
1988 mask = 1 << offset;
1989
1990 if ( ( m_SyncParts01 & mask ) > 0 )
1991 {
1992 return true;
1993 }
1994 }
1995 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1996 {
1997 offset = ( part_id % 32 );
1998 mask = 1 << offset;
1999
2000 if ( ( m_SyncParts02 & mask ) > 0 )
2001 {
2002 return true;
2003 }
2004 }
2005 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2006 {
2007 offset = ( part_id % 63 );
2008 mask = 1 << offset;
2009
2010 if ( ( m_SyncParts03 & mask ) > 0 )
2011 {
2012 return true;
2013 }
2014 }
2015
2016 return false;
2017 }
2018
2019 protected void RegisterActionForSync( int part_id, int action_id )
2020 {
2021 m_InteractedPartId = part_id;
2022 m_PerformedActionId = action_id;
2023 }
2024
2025 protected void ResetActionSyncData()
2026 {
2027 //reset data
2028 m_InteractedPartId = -1;
2030 }
2031
2032 protected void SetActionFromSyncData()
2033 {
2034 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2035 {
2037 int build_action_id = m_PerformedActionId;
2038
2039 switch( build_action_id )
2040 {
2041 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2042 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2043 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2044 }
2045 }
2046 }
2047 //------
2048
2050 {
2051 string key = part.GetPartName();
2052 bool is_base = part.IsBase();
2053 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2054 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2055 if ( is_part_built_sync )
2056 {
2057 if ( !part.IsBuilt() )
2058 {
2059 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2060 GetConstruction().AddToConstructedParts( key );
2061 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2062
2063 if (is_base)
2064 {
2066 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2067 }
2068 }
2069 }
2070 else
2071 {
2072 if ( part.IsBuilt() )
2073 {
2074 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2075 GetConstruction().RemoveFromConstructedParts( key );
2076 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2077
2078 if (is_base)
2079 {
2081 AddProxyPhysics( ANIMATION_DEPLOYED );
2082 }
2083 }
2084 }
2085
2086 //check slot lock for material attachments
2087 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2088 }
2089
2090 //set construction parts based on synchronized data
2092 {
2093 Construction construction = GetConstruction();
2094 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2095
2096 for ( int i = 0; i < construction_parts.Count(); ++i )
2097 {
2098 string key = construction_parts.GetKey( i );
2099 ConstructionPart value = construction_parts.Get( key );
2100 SetPartFromSyncData(value);
2101 }
2102
2103 //regenerate navmesh
2104 UpdateNavmesh();
2105 }
2106
2107 protected ConstructionPart GetConstructionPartById( int id )
2108 {
2109 Construction construction = GetConstruction();
2110 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2111
2112 for ( int i = 0; i < construction_parts.Count(); ++i )
2113 {
2114 string key = construction_parts.GetKey( i );
2115 ConstructionPart value = construction_parts.Get( key );
2116
2117 if ( value.GetId() == id )
2118 {
2119 return value;
2120 }
2121 }
2122
2123 return NULL;
2124 }
2125 //
2126
2127 //Base
2128 bool HasBase()
2129 {
2130 return m_HasBase;
2131 }
2132
2133 void SetBaseState( bool has_base )
2134 {
2135 m_HasBase = has_base;
2136 }
2137
2138 override bool IsDeployable()
2139 {
2140 return true;
2141 }
2142
2143 bool IsOpened()
2144 {
2145 return false;
2146 }
2147
2148 //--- CONSTRUCTION KIT
2150 {
2151 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2152 if ( m_ConstructionKitHealth > 0 )
2153 {
2154 construction_kit.SetHealth( m_ConstructionKitHealth );
2155 }
2156
2157 return construction_kit;
2158 }
2159
2160 void CreateConstructionKitInHands(notnull PlayerBase player)
2161 {
2162 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2163 if ( m_ConstructionKitHealth > 0 )
2164 {
2165 construction_kit.SetHealth( m_ConstructionKitHealth );
2166 }
2167 }
2168
2169 protected vector GetKitSpawnPosition()
2170 {
2171 return GetPosition();
2172 }
2173
2174 protected string GetConstructionKitType()
2175 {
2176 return "";
2177 }
2178
2179 void DestroyConstructionKit( ItemBase construction_kit )
2180 {
2181 m_ConstructionKitHealth = construction_kit.GetHealth();
2182 g_Game.ObjectDelete( construction_kit );
2183 }
2184
2185 //--- CONSTRUCTION
2186 void DestroyConstruction()
2187 {
2188 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2189 g_Game.ObjectDelete( this );
2190 }
2191
2192 // --- EVENTS
2193 override void EEDelete(EntityAI parent)
2194 {
2195 super.EEDelete(parent);
2196
2197 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2198 {
2199 areaDamage.Destroy();
2200 }
2201
2202 }
2203
2204 override void OnStoreSave( ParamsWriteContext ctx )
2205 {
2206 super.OnStoreSave( ctx );
2207
2208 //sync parts 01
2209 ctx.Write( m_SyncParts01 );
2210 ctx.Write( m_SyncParts02 );
2211 ctx.Write( m_SyncParts03 );
2212
2213 ctx.Write( m_HasBase );
2214 }
2215
2216 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2217 {
2218 if ( !super.OnStoreLoad( ctx, version ) )
2219 return false;
2220
2221 //--- Base building data ---
2222 //Restore synced parts data
2223 if ( !ctx.Read( m_SyncParts01 ) )
2224 {
2225 m_SyncParts01 = 0; //set default
2226 return false;
2227 }
2228 if ( !ctx.Read( m_SyncParts02 ) )
2229 {
2230 m_SyncParts02 = 0; //set default
2231 return false;
2232 }
2233 if ( !ctx.Read( m_SyncParts03 ) )
2234 {
2235 m_SyncParts03 = 0; //set default
2236 return false;
2237 }
2238
2239 //has base
2240 if ( !ctx.Read( m_HasBase ) )
2241 {
2242 m_HasBase = false;
2243 return false;
2244 }
2245 //---
2246
2247 return true;
2248 }
2249
2250 override void AfterStoreLoad()
2251 {
2252 super.AfterStoreLoad();
2253
2255 {
2257 }
2258 }
2259
2261 {
2262 //update server data
2264
2265 //set base state
2266 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2267 SetBaseState( part.IsBuilt() ) ;
2268
2269 //synchronize after load
2271 }
2272
2273 override void OnCreatePhysics()
2274 {
2275 super.OnCreatePhysics();
2276
2277 ConstructionInit();
2279 }
2280
2281 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2282 {
2284 return;
2285
2286 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2287 }
2288
2289 override void EEOnAfterLoad()
2290 {
2292 {
2293 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2294 }
2295
2296 super.EEOnAfterLoad();
2297 }
2298
2299 override void EEItemAttached( EntityAI item, string slot_name )
2300 {
2301 super.EEItemAttached( item, slot_name );
2302
2303 CheckForHybridAttachments( item, slot_name );
2304 UpdateVisuals();
2305 UpdateAttachmentPhysics( slot_name, false );
2306 }
2307
2308 override void EEItemDetached( EntityAI item, string slot_name )
2309 {
2310 super.EEItemDetached( item, slot_name );
2311
2312 UpdateVisuals();
2313 UpdateAttachmentPhysics( slot_name, false );
2314 }
2315
2316 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2317 {
2318 string slot_name = InventorySlots.GetSlotName( slotId );
2319 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2320
2321 UpdateAttachmentVisuals( slot_name, locked );
2322 UpdateAttachmentPhysics( slot_name, locked );
2323 }
2324
2325 //ignore out of reach condition
2326 override bool IgnoreOutOfReachCondition()
2327 {
2328 return true;
2329 }
2330
2331 //CONSTRUCTION EVENTS
2332 //Build
2333 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2334 {
2335 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2336
2337 //check base state
2338 if (construtionPart.IsBase())
2339 {
2340 SetBaseState(true);
2341
2342 //spawn kit
2344 }
2345
2346 //register constructed parts for synchronization
2347 RegisterPartForSync(construtionPart.GetId());
2348
2349 //register action that was performed on part
2350 RegisterActionForSync(construtionPart.GetId(), action_id);
2351
2352 //synchronize
2354
2355 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2356
2357 UpdateNavmesh();
2358
2359 //update visuals
2360 UpdateVisuals();
2361
2362 //reset action sync data
2363 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2364 }
2365
2366 void OnPartBuiltClient(string part_name, int action_id)
2367 {
2368 //play sound
2369 SoundBuildStart( part_name );
2370 }
2371
2372 //Dismantle
2373 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2374 {
2375 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2376 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2377
2378 //register constructed parts for synchronization
2379 UnregisterPartForSync(construtionPart.GetId());
2380
2381 //register action that was performed on part
2382 RegisterActionForSync(construtionPart.GetId(), action_id);
2383
2384 //synchronize
2386
2387 // server part of sync, client will be synced from SetPartsFromSyncData
2388 SetPartFromSyncData(construtionPart);
2389
2390 UpdateNavmesh();
2391
2392 //update visuals
2393 UpdateVisuals();
2394
2395 //reset action sync data
2396 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2397
2398 //check base state
2399 if (construtionPart.IsBase())
2400 {
2401 //Destroy construction
2402 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2403 }
2404 }
2405
2406 void OnPartDismantledClient( string part_name, int action_id )
2407 {
2408 //play sound
2409 SoundDismantleStart( part_name );
2410 }
2411
2412 //Destroy
2413 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2414 {
2415 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2416 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2417
2418 //register constructed parts for synchronization
2419 UnregisterPartForSync(construtionPart.GetId());
2420
2421 //register action that was performed on part
2422 RegisterActionForSync(construtionPart.GetId(), action_id);
2423
2424 //synchronize
2426
2427 // server part of sync, client will be synced from SetPartsFromSyncData
2428 SetPartFromSyncData(construtionPart);
2429
2430 UpdateNavmesh();
2431
2432 //update visuals
2433 UpdateVisuals();
2434
2435 //reset action sync data
2436 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2437
2438 //check base state
2439 if (construtionPart.IsBase())
2440 {
2441 //Destroy construction
2442 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2443 }
2444 }
2445
2446 void OnPartDestroyedClient( string part_name, int action_id )
2447 {
2448 //play sound
2449 SoundDestroyStart( part_name );
2450 }
2451
2452 // --- UPDATE
2453 void InitBaseState()
2454 {
2455 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2456
2457 InitVisuals();
2458 UpdateNavmesh(); //regenerate navmesh
2459 }
2460
2461 void InitVisuals()
2462 {
2463 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2464 //check base
2465 if ( !HasBase() )
2466 {
2467 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2468 }
2469 else
2470 {
2471 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2472 }
2473
2474 GetConstruction().InitVisuals();
2475 }
2476
2477 void UpdateVisuals()
2478 {
2479 array<string> attachmentSlots = new array<string>;
2480
2481 GetAttachmentSlots(this, attachmentSlots);
2482 foreach (string slotName : attachmentSlots)
2483 {
2485 }
2486
2487 //check base
2488 if (!HasBase())
2489 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2490 else
2491 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2492
2493 GetConstruction().UpdateVisuals();
2494 }
2495
2496 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2497 {
2498 string slotNameMounted = slot_name + "_Mounted";
2499 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2500
2501 if (attachment)
2502 {
2503 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2504 if (barbedWire && barbedWire.IsMounted())
2505 CreateAreaDamage(slotNameMounted);
2506 else
2507 DestroyAreaDamage(slotNameMounted);
2508
2509 if (is_locked)
2510 {
2511 SetAnimationPhase(slotNameMounted, 0);
2512 SetAnimationPhase(slot_name, 1);
2513 }
2514 else
2515 {
2516 SetAnimationPhase(slotNameMounted, 1);
2517 SetAnimationPhase(slot_name, 0);
2518 }
2519 }
2520 else
2521 {
2522 SetAnimationPhase(slotNameMounted, 1);
2523 SetAnimationPhase(slot_name, 1);
2524
2525 DestroyAreaDamage(slotNameMounted);
2526 }
2527 }
2528
2529 // avoid calling this function on frequent occasions, it's a massive performance hit
2530 void UpdatePhysics()
2531 {
2533 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2534
2535 array<string> attachmentSlots = new array<string>;
2536 GetAttachmentSlots(this, attachmentSlots);
2537
2539 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2540
2541 foreach (string slotName : attachmentSlots)
2542 {
2544 }
2545
2546 //check base
2547 if (!HasBase())
2548 {
2550 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2551
2552 AddProxyPhysics(ANIMATION_DEPLOYED);
2553 }
2554 else
2555 {
2557 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2558
2559 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2560 }
2561
2562 GetConstruction().UpdatePhysics();
2563 UpdateNavmesh();
2564 }
2565
2566 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2567 {
2568 //checks for invalid appends; hotfix
2569 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2570 return;
2571 //----------------------------------
2572 string slot_name_mounted = slot_name + "_Mounted";
2573 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2574
2575 //remove proxy physics
2576 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2577 RemoveProxyPhysics( slot_name_mounted );
2578 RemoveProxyPhysics( slot_name );
2579
2580 if ( attachment )
2581 {
2582 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2583 if ( is_locked )
2584 {
2585 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2586 AddProxyPhysics( slot_name_mounted );
2587 }
2588 else
2589 {
2590 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2591 AddProxyPhysics( slot_name );
2592 }
2593 }
2594 }
2595
2596 protected void UpdateNavmesh()
2597 {
2598 SetAffectPathgraph( true, false );
2599 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2600 }
2601
2602 override bool CanUseConstruction()
2603 {
2604 return true;
2605 }
2606
2607 override bool CanUseConstructionBuild()
2608 {
2609 return true;
2610 }
2611
2612 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2613 {
2614 if ( attachment )
2615 {
2616 InventoryLocation inventory_location = new InventoryLocation;
2617 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2618
2619 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2620 }
2621
2622 return false;
2623 }
2624
2625 protected bool IsAttachmentSlotLocked( string slot_name )
2626 {
2627 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2628 }
2629
2630 //--- ATTACHMENT SLOTS
2631 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2632 {
2633 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2634 if ( g_Game.ConfigIsExisting( config_path ) )
2635 {
2636 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2637 }
2638 }
2639
2640 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2641 {
2642 return true;
2643 }
2644
2645 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2646 {
2647 return true;
2648 }
2649
2650 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2651 {
2652 return true;
2653 }
2654
2655 // --- INIT
2657 {
2658 m_Construction = new Construction(this);
2659 return m_Construction;
2660 }
2661
2663 {
2664 return m_Construction;
2665 }
2666
2668 {
2669 return Construction.Cast(m_Construction);
2670 }
2671
2673 {
2674 int attachment_count = GetInventory().AttachmentCount();
2675 if ( attachment_count > 0 )
2676 {
2677 if ( HasBase() && attachment_count == 1 )
2678 {
2679 return false;
2680 }
2681
2682 return true;
2683 }
2684
2685 return false;
2686 }
2687
2688 override bool ShowZonesHealth()
2689 {
2690 return true;
2691 }
2692
2693 override bool IsTakeable()
2694 {
2695 return false;
2696 }
2697
2698 //this into/outo parent.Cargo
2699 override bool CanPutInCargo( EntityAI parent )
2700 {
2701 return false;
2702 }
2703
2704 override bool CanRemoveFromCargo( EntityAI parent )
2705 {
2706 return false;
2707 }
2708
2709 //hands
2710 override bool CanPutIntoHands( EntityAI parent )
2711 {
2712 return false;
2713 }
2714
2715 //--- ACTION CONDITIONS
2716 //direction
2717 override bool IsFacingPlayer( PlayerBase player, string selection )
2718 {
2719 return true;
2720 }
2721
2722 override bool IsPlayerInside( PlayerBase player, string selection )
2723 {
2724 return true;
2725 }
2726
2729 {
2730 return false;
2731 }
2732
2733 //roof check
2734 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2735 {
2736 return false;
2737 }
2738
2739 //selection->player distance check
2740 bool HasProperDistance( string selection, PlayerBase player )
2741 {
2742 return true;
2743 }
2744
2745 //folding
2747 {
2748 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2749 {
2750 return false;
2751 }
2752
2753 return true;
2754 }
2755
2757 {
2760
2761 return item;
2762 }
2763
2764 //Damage triggers (barbed wire)
2765 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2766 {
2767 if ( g_Game && g_Game.IsServer() )
2768 {
2769 //destroy area damage if some already exists
2770 DestroyAreaDamage( slot_name );
2771
2772 //create new area damage
2774 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2775
2776 vector min_max[2];
2777 if ( MemoryPointExists( slot_name + "_min" ) )
2778 {
2779 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2780 }
2781 if ( MemoryPointExists( slot_name + "_max" ) )
2782 {
2783 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2784 }
2785
2786 //get proper trigger extents (min<max)
2787 vector extents[2];
2788 GetConstruction().GetTriggerExtents( min_max, extents );
2789
2790 //get box center
2791 vector center;
2792 center = GetConstruction().GetBoxCenter( min_max );
2793 center = ModelToWorld( center );
2794
2795 //rotate center if needed
2797 CalcDamageAreaRotation( rotation_angle, center, orientation );
2798
2799 areaDamage.SetExtents( extents[0], extents[1] );
2800 areaDamage.SetAreaPosition( center );
2801 areaDamage.SetAreaOrientation( orientation );
2802 areaDamage.SetLoopInterval( 1.0 );
2803 areaDamage.SetDeferDuration( 0.2 );
2804 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2805 areaDamage.SetAmmoName( "BarbedWireHit" );
2806 areaDamage.Spawn();
2807
2808 m_DamageTriggers.Insert( slot_name, areaDamage );
2809 }
2810 }
2811
2812 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2813 {
2814 if ( angle_deg != 0 )
2815 {
2816 //orientation
2817 orientation[0] = orientation[0] - angle_deg;
2818
2819 //center
2820 vector rotate_axis;
2821 if ( MemoryPointExists( "rotate_axis" ) )
2822 {
2823 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2824 }
2825 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];
2826 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];
2827 center[0] = r_center_x;
2828 center[2] = r_center_z;
2829 }
2830 }
2831
2832 void DestroyAreaDamage( string slot_name )
2833 {
2834 if (g_Game && g_Game.IsServer())
2835 {
2837 if (m_DamageTriggers.Find(slot_name, areaDamage))
2838 {
2839 if (areaDamage)
2840 {
2841 areaDamage.Destroy();
2842 }
2843
2844 m_DamageTriggers.Remove( slot_name );
2845 }
2846 }
2847 }
2848
2849 override bool IsIgnoredByConstruction()
2850 {
2851 return true;
2852 }
2853
2854 //================================================================
2855 // SOUNDS
2856 //================================================================
2857 protected void SoundBuildStart( string part_name )
2858 {
2859 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2860 }
2861
2862 protected void SoundDismantleStart( string part_name )
2863 {
2864 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2865 }
2866
2867 protected void SoundDestroyStart( string part_name )
2868 {
2869 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2870 }
2871
2872 protected string GetBuildSoundByMaterial( string part_name )
2873 {
2874 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2875
2876 switch ( material_type )
2877 {
2878 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2879 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2880 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2881 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2882 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2883 }
2884
2885 return "";
2886 }
2887
2888 protected string GetDismantleSoundByMaterial( string part_name )
2889 {
2890 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2891
2892 switch ( material_type )
2893 {
2894 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2895 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2896 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2897 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2898 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2899 }
2900
2901 return "";
2902 }
2903
2904 //misc
2905 void CheckForHybridAttachments( EntityAI item, string slot_name )
2906 {
2907 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2908 {
2909 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2910 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2911 {
2912 SetHealth(slot_name,"Health",item.GetHealth());
2913 }
2914 }
2915 }
2916
2917 override int GetDamageSystemVersionChange()
2918 {
2919 return 111;
2920 }
2921
2922 override void SetActions()
2923 {
2924 super.SetActions();
2925
2929 }
2930
2931 protected void DestroyConstructedParts()
2932 {
2933 Construction construction = GetConstruction();
2934 if (!construction)
2935 return;
2936
2937 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2938 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2939 {
2940 ConstructionPart part = constructionParts.GetElement(i);
2941 if (part && part.IsBuilt() && !part.IsUtilityPart())
2942 {
2943 construction.DestroyPartServer(null, part.GetPartName(), -1);
2944 }
2945 }
2946 }
2947
2948 protected void HandleFallingForConstructedParts()
2949 {
2950 Construction construction = GetConstruction();
2951 if (!construction)
2952 return;
2953
2954 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2955 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2956 {
2957 ConstructionPart part = constructionParts.GetElement(i);
2958 if (part && part.IsBuilt() && !part.IsUtilityPart())
2959 {
2960 construction.HandleEntityFalling(part.GetPartName());
2961 }
2962 }
2963 }
2964
2966 override void OnItemFallRebuilding()
2967 {
2968 if (!g_Game.IsServer())
2969 return;
2970
2973
2974 if (DestroyOnFall())
2975 {
2977 {
2979 }
2980 else
2981 {
2983 {
2985 }
2986 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2987 }
2988 }
2989 }
2990
2992 {
2993 if (HasAnyAttachmentsOrCargo())
2994 {
2996 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2997 }
2998 }
2999
3000 //================================================================
3001 // DEBUG
3002 //================================================================
3003
3006 {
3007 return null;
3008 }
3009
3010 override void OnDebugSpawn()
3011 {
3012 FullyBuild();
3013 }
3014
3015 void FullyBuild()
3016 {
3018 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3019
3020 Man p;
3021
3022 #ifdef SERVER
3023 array<Man> players = new array<Man>;
3024 g_Game.GetWorld().GetPlayerList(players);
3025 if (players.Count())
3026 p = players[0];
3027 #else
3028 p = g_Game.GetPlayer();
3029 #endif
3030
3031 foreach (ConstructionPart part : parts)
3032 {
3033 bool excluded = false;
3034 string partName = part.GetPartName();
3035 if (excludes)
3036 {
3037 foreach (string exclude : excludes)
3038 {
3039 if (partName.Contains(exclude))
3040 {
3041 excluded = true;
3042 break;
3043 }
3044 }
3045 }
3046
3047 if (!excluded)
3048 {
3049 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3050 }
3051 }
3052
3053 GetConstruction().UpdateVisuals();
3054 }
3055
3057 //Deprecated code playpen//
3059 [Obsolete("handled in the Construction component directly")]
3060 protected void HandleItemFalling(ConstructionPart part)
3061 {
3062 }
3063
3064 [Obsolete("handled in the Construction component directly")]
3065 protected void ItemFall(vector min, vector max)
3066 {
3067 }
3068
3069 [Obsolete("obsolete debug method")]
3070 protected void DebugCustomState()
3071 {
3072 }
3073}
3074
3075void bsbDebugPrint (string s)
3076{
3077#ifdef BSB_DEBUG
3078 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3079#else
3080 //Print("" + s); // comment/uncomment to hide/see debug logs
3081#endif
3082}
3083void bsbDebugSpam (string s)
3084{
3085#ifdef BSB_DEBUG_SPAM
3086 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3087#else
3088 //Print("" + s); // comment/uncomment to hide/see debug logs
3089#endif
3090}
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