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

◆ IgnoreOutOfReachCondition()

override bool bsbDebugPrint::IgnoreOutOfReachCondition ( )
protected

См. определение в файле BaseBuildingBase.c строка 1830

1832{
1833 const string ANIMATION_DEPLOYED = "Deployed";
1834
1835 float m_ConstructionKitHealth; //stored health value for used construction kit
1836
1837 bool m_HasBase;
1838 //variables for synchronization of base building parts (2x31 is the current limit)
1839 int m_SyncParts01; //synchronization for already built parts (31 parts)
1840 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1841 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1842 int m_InteractedPartId; //construction part id that an action was performed on
1843 int m_PerformedActionId; //action id that was performed on a construction part
1844 protected ref ConstructionBasic m_Construction;
1845
1846 //Sounds
1847 //build
1848 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1849 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1850 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1851 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1852 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1853 //dismantle
1854 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1855 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1856 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1857 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1858 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1859
1860 protected EffectSound m_Sound;
1861
1865
1866 // Constructor
1867 void BaseBuildingBase()
1868 {
1870
1871 //synchronized variables
1872 RegisterNetSyncVariableInt( "m_SyncParts01" );
1873 RegisterNetSyncVariableInt( "m_SyncParts02" );
1874 RegisterNetSyncVariableInt( "m_SyncParts03" );
1875 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1876 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1877 RegisterNetSyncVariableBool( "m_HasBase" );
1878
1879 //Construction init
1880 ConstructionInit();
1881
1882 if (ConfigIsExisting("hybridAttachments"))
1883 {
1885 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1886 }
1887 if (ConfigIsExisting("mountables"))
1888 {
1890 ConfigGetTextArray("mountables", m_Mountables);
1891 }
1892
1893 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1894 SetAllowDamage(true);
1895 }
1896
1897 override string GetInvulnerabilityTypeString()
1898 {
1899 return "disableBaseDamage";
1900 }
1901
1902 override bool CanObstruct()
1903 {
1904 return true;
1905 }
1906
1907 override int GetHideIconMask()
1908 {
1909 return EInventoryIconVisibility.HIDE_VICINITY;
1910 }
1911
1912 override void InitItemSounds()
1913 {
1914 super.InitItemSounds();
1915
1917 SoundParameters params = new SoundParameters();
1918 params.m_Loop = true;
1919
1920 if (GetFoldSoundset() != string.Empty)
1921 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1922 if (GetLoopFoldSoundset() != string.Empty)
1923 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1924 }
1925
1926 override string GetFoldSoundset()
1927 {
1928 return "putDown_FenceKit_SoundSet";
1929 }
1930
1931 override string GetLoopFoldSoundset()
1932 {
1933 return "Shelter_Site_Build_Loop_SoundSet";
1934 }
1935
1936 // --- SYNCHRONIZATION
1938 {
1939 if ( g_Game.IsServer() )
1940 {
1941 SetSynchDirty();
1942 }
1943 }
1944
1945 override void OnVariablesSynchronized()
1946 {
1947 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1948 super.OnVariablesSynchronized();
1949
1950 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1951 }
1952
1953 protected void OnSynchronizedClient()
1954 {
1955 //update parts
1957
1958 //update action on part
1960
1961 //update visuals (client)
1962 UpdateVisuals();
1963 }
1964
1965 //parts synchronization
1966 void RegisterPartForSync( int part_id )
1967 {
1968 //part_id must starts from index = 1
1969 int offset;
1970 int mask;
1971
1972 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1973 {
1974 offset = part_id - 1;
1975 mask = 1 << offset;
1976
1977 m_SyncParts01 = m_SyncParts01 | mask;
1978 }
1979 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1980 {
1981 offset = ( part_id % 32 );
1982 mask = 1 << offset;
1983
1984 m_SyncParts02 = m_SyncParts02 | mask;
1985 }
1986 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1987 {
1988 offset = ( part_id % 63 );
1989 mask = 1 << offset;
1990
1991 m_SyncParts03 = m_SyncParts03 | mask;
1992 }
1993 }
1994
1995 void UnregisterPartForSync( int part_id )
1996 {
1997 //part_id must starts from index = 1
1998 int offset;
1999 int mask;
2000
2001 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2002 {
2003 offset = part_id - 1;
2004 mask = 1 << offset;
2005
2006 m_SyncParts01 = m_SyncParts01 & ~mask;
2007 }
2008 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2009 {
2010 offset = ( part_id % 32 );
2011 mask = 1 << offset;
2012
2013 m_SyncParts02 = m_SyncParts02 & ~mask;
2014 }
2015 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2016 {
2017 offset = ( part_id % 63 );
2018 mask = 1 << offset;
2019
2020 m_SyncParts03 = m_SyncParts03 & ~mask;
2021 }
2022 }
2023
2024 bool IsPartBuildInSyncData( int part_id )
2025 {
2026 //part_id must starts from index = 1
2027 int offset;
2028 int mask;
2029
2030 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2031 {
2032 offset = part_id - 1;
2033 mask = 1 << offset;
2034
2035 if ( ( m_SyncParts01 & mask ) > 0 )
2036 {
2037 return true;
2038 }
2039 }
2040 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2041 {
2042 offset = ( part_id % 32 );
2043 mask = 1 << offset;
2044
2045 if ( ( m_SyncParts02 & mask ) > 0 )
2046 {
2047 return true;
2048 }
2049 }
2050 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2051 {
2052 offset = ( part_id % 63 );
2053 mask = 1 << offset;
2054
2055 if ( ( m_SyncParts03 & mask ) > 0 )
2056 {
2057 return true;
2058 }
2059 }
2060
2061 return false;
2062 }
2063
2064 protected void RegisterActionForSync( int part_id, int action_id )
2065 {
2066 m_InteractedPartId = part_id;
2067 m_PerformedActionId = action_id;
2068 }
2069
2070 protected void ResetActionSyncData()
2071 {
2072 //reset data
2073 m_InteractedPartId = -1;
2075 }
2076
2077 protected void SetActionFromSyncData()
2078 {
2079 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2080 {
2082 int build_action_id = m_PerformedActionId;
2083
2084 switch( build_action_id )
2085 {
2086 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2087 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2088 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2089 }
2090 }
2091 }
2092 //------
2093
2095 {
2096 string key = part.GetPartName();
2097 bool is_base = part.IsBase();
2098 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2099 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2100 if ( is_part_built_sync )
2101 {
2102 if ( !part.IsBuilt() )
2103 {
2104 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2105 GetConstruction().AddToConstructedParts( key );
2106 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2107
2108 if (is_base)
2109 {
2111 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2112 }
2113 }
2114 }
2115 else
2116 {
2117 if ( part.IsBuilt() )
2118 {
2119 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2120 GetConstruction().RemoveFromConstructedParts( key );
2121 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2122
2123 if (is_base)
2124 {
2126 AddProxyPhysics( ANIMATION_DEPLOYED );
2127 }
2128 }
2129 }
2130
2131 //check slot lock for material attachments
2132 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2133 }
2134
2135 //set construction parts based on synchronized data
2137 {
2138 Construction construction = GetConstruction();
2139 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2140
2141 for ( int i = 0; i < construction_parts.Count(); ++i )
2142 {
2143 string key = construction_parts.GetKey( i );
2144 ConstructionPart value = construction_parts.Get( key );
2145 SetPartFromSyncData(value);
2146 }
2147
2148 //regenerate navmesh
2149 UpdateNavmesh();
2150 }
2151
2152 protected ConstructionPart GetConstructionPartById( int id )
2153 {
2154 Construction construction = GetConstruction();
2155 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2156
2157 for ( int i = 0; i < construction_parts.Count(); ++i )
2158 {
2159 string key = construction_parts.GetKey( i );
2160 ConstructionPart value = construction_parts.Get( key );
2161
2162 if ( value.GetId() == id )
2163 {
2164 return value;
2165 }
2166 }
2167
2168 return NULL;
2169 }
2170 //
2171
2172 //Base
2173 bool HasBase()
2174 {
2175 return m_HasBase;
2176 }
2177
2178 void SetBaseState( bool has_base )
2179 {
2180 m_HasBase = has_base;
2181 }
2182
2183 override bool IsDeployable()
2184 {
2185 return true;
2186 }
2187
2188 bool IsOpened()
2189 {
2190 return false;
2191 }
2192
2193 //--- CONSTRUCTION KIT
2195 {
2196 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2197 if ( m_ConstructionKitHealth > 0 )
2198 {
2199 construction_kit.SetHealth( m_ConstructionKitHealth );
2200 }
2201
2202 return construction_kit;
2203 }
2204
2205 void CreateConstructionKitInHands(notnull PlayerBase player)
2206 {
2207 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2208 if ( m_ConstructionKitHealth > 0 )
2209 {
2210 construction_kit.SetHealth( m_ConstructionKitHealth );
2211 }
2212 }
2213
2214 protected vector GetKitSpawnPosition()
2215 {
2216 return GetPosition();
2217 }
2218
2219 protected string GetConstructionKitType()
2220 {
2221 return "";
2222 }
2223
2224 void DestroyConstructionKit( ItemBase construction_kit )
2225 {
2226 m_ConstructionKitHealth = construction_kit.GetHealth();
2227 g_Game.ObjectDelete( construction_kit );
2228 }
2229
2230 //--- CONSTRUCTION
2231 void DestroyConstruction()
2232 {
2233 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2234 g_Game.ObjectDelete( this );
2235 }
2236
2237 // --- EVENTS
2238 override void EEDelete(EntityAI parent)
2239 {
2240 super.EEDelete(parent);
2241
2242 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2243 {
2244 areaDamage.Destroy();
2245 }
2246
2247 }
2248
2249 override void OnStoreSave( ParamsWriteContext ctx )
2250 {
2251 super.OnStoreSave( ctx );
2252
2253 //sync parts 01
2254 ctx.Write( m_SyncParts01 );
2255 ctx.Write( m_SyncParts02 );
2256 ctx.Write( m_SyncParts03 );
2257
2258 ctx.Write( m_HasBase );
2259 }
2260
2261 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2262 {
2263 if ( !super.OnStoreLoad( ctx, version ) )
2264 return false;
2265
2266 //--- Base building data ---
2267 //Restore synced parts data
2268 if ( !ctx.Read( m_SyncParts01 ) )
2269 {
2270 m_SyncParts01 = 0; //set default
2271 return false;
2272 }
2273 if ( !ctx.Read( m_SyncParts02 ) )
2274 {
2275 m_SyncParts02 = 0; //set default
2276 return false;
2277 }
2278 if ( !ctx.Read( m_SyncParts03 ) )
2279 {
2280 m_SyncParts03 = 0; //set default
2281 return false;
2282 }
2283
2284 //has base
2285 if ( !ctx.Read( m_HasBase ) )
2286 {
2287 m_HasBase = false;
2288 return false;
2289 }
2290 //---
2291
2292 return true;
2293 }
2294
2295 override void AfterStoreLoad()
2296 {
2297 super.AfterStoreLoad();
2298
2300 {
2302 }
2303 }
2304
2306 {
2307 //update server data
2309
2310 //set base state
2311 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2312 SetBaseState( part.IsBuilt() ) ;
2313
2314 //synchronize after load
2316 }
2317
2318 override void OnCreatePhysics()
2319 {
2320 super.OnCreatePhysics();
2321
2322 ConstructionInit();
2324 }
2325
2326 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2327 {
2329 return;
2330
2331 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2332 }
2333
2334 override void EEOnAfterLoad()
2335 {
2337 {
2338 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2339 }
2340
2341 super.EEOnAfterLoad();
2342 }
2343
2344 override void EEItemAttached( EntityAI item, string slot_name )
2345 {
2346 super.EEItemAttached( item, slot_name );
2347
2348 CheckForHybridAttachments( item, slot_name );
2349 UpdateVisuals();
2350 UpdateAttachmentPhysics( slot_name, false );
2351 }
2352
2353 override void EEItemDetached( EntityAI item, string slot_name )
2354 {
2355 super.EEItemDetached( item, slot_name );
2356
2357 UpdateVisuals();
2358 UpdateAttachmentPhysics( slot_name, false );
2359 }
2360
2361 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2362 {
2363 string slot_name = InventorySlots.GetSlotName( slotId );
2364 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2365
2366 UpdateAttachmentVisuals( slot_name, locked );
2367 UpdateAttachmentPhysics( slot_name, locked );
2368 }
2369
2370 //ignore out of reach condition
2371 override bool IgnoreOutOfReachCondition()
2372 {
2373 return true;
2374 }
2375
2376 //CONSTRUCTION EVENTS
2377 //Build
2378 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2379 {
2380 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2381
2382 //check base state
2383 if (construtionPart.IsBase())
2384 {
2385 SetBaseState(true);
2386
2387 //spawn kit
2389 }
2390
2391 //register constructed parts for synchronization
2392 RegisterPartForSync(construtionPart.GetId());
2393
2394 //register action that was performed on part
2395 RegisterActionForSync(construtionPart.GetId(), action_id);
2396
2397 //synchronize
2399
2400 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2401
2402 UpdateNavmesh();
2403
2404 //update visuals
2405 UpdateVisuals();
2406
2407 //reset action sync data
2408 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2409 }
2410
2411 void OnPartBuiltClient(string part_name, int action_id)
2412 {
2413 //play sound
2414 SoundBuildStart( part_name );
2415 }
2416
2417 //Dismantle
2418 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2419 {
2420 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2421 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2422
2423 //register constructed parts for synchronization
2424 UnregisterPartForSync(construtionPart.GetId());
2425
2426 //register action that was performed on part
2427 RegisterActionForSync(construtionPart.GetId(), action_id);
2428
2429 //synchronize
2431
2432 // server part of sync, client will be synced from SetPartsFromSyncData
2433 SetPartFromSyncData(construtionPart);
2434
2435 UpdateNavmesh();
2436
2437 //update visuals
2438 UpdateVisuals();
2439
2440 //reset action sync data
2441 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2442
2443 //check base state
2444 if (construtionPart.IsBase())
2445 {
2446 //Destroy construction
2447 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2448 }
2449 }
2450
2451 void OnPartDismantledClient( string part_name, int action_id )
2452 {
2453 //play sound
2454 SoundDismantleStart( part_name );
2455 }
2456
2457 //Destroy
2458 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2459 {
2460 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2461 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2462
2463 //register constructed parts for synchronization
2464 UnregisterPartForSync(construtionPart.GetId());
2465
2466 //register action that was performed on part
2467 RegisterActionForSync(construtionPart.GetId(), action_id);
2468
2469 //synchronize
2471
2472 // server part of sync, client will be synced from SetPartsFromSyncData
2473 SetPartFromSyncData(construtionPart);
2474
2475 UpdateNavmesh();
2476
2477 //update visuals
2478 UpdateVisuals();
2479
2480 //reset action sync data
2481 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2482
2483 //check base state
2484 if (construtionPart.IsBase())
2485 {
2486 //Destroy construction
2487 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2488 }
2489 }
2490
2491 void OnPartDestroyedClient( string part_name, int action_id )
2492 {
2493 //play sound
2494 SoundDestroyStart( part_name );
2495 }
2496
2497 // --- UPDATE
2498 void InitBaseState()
2499 {
2500 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2501
2502 InitVisuals();
2503 UpdateNavmesh(); //regenerate navmesh
2504 }
2505
2506 void InitVisuals()
2507 {
2508 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2509 //check base
2510 if ( !HasBase() )
2511 {
2512 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2513 }
2514 else
2515 {
2516 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2517 }
2518
2519 GetConstruction().InitVisuals();
2520 }
2521
2522 void UpdateVisuals()
2523 {
2524 array<string> attachmentSlots = new array<string>;
2525
2526 GetAttachmentSlots(this, attachmentSlots);
2527 foreach (string slotName : attachmentSlots)
2528 {
2530 }
2531
2532 //check base
2533 if (!HasBase())
2534 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2535 else
2536 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2537
2538 GetConstruction().UpdateVisuals();
2539 }
2540
2541 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2542 {
2543 string slotNameMounted = slot_name + "_Mounted";
2544 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2545
2546 if (attachment)
2547 {
2548 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2549 if (barbedWire && barbedWire.IsMounted())
2550 CreateAreaDamage(slotNameMounted);
2551 else
2552 DestroyAreaDamage(slotNameMounted);
2553
2554 if (is_locked)
2555 {
2556 SetAnimationPhase(slotNameMounted, 0);
2557 SetAnimationPhase(slot_name, 1);
2558 }
2559 else
2560 {
2561 SetAnimationPhase(slotNameMounted, 1);
2562 SetAnimationPhase(slot_name, 0);
2563 }
2564 }
2565 else
2566 {
2567 SetAnimationPhase(slotNameMounted, 1);
2568 SetAnimationPhase(slot_name, 1);
2569
2570 DestroyAreaDamage(slotNameMounted);
2571 }
2572 }
2573
2574 // avoid calling this function on frequent occasions, it's a massive performance hit
2575 void UpdatePhysics()
2576 {
2578 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2579
2580 array<string> attachmentSlots = new array<string>;
2581 GetAttachmentSlots(this, attachmentSlots);
2582
2584 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2585
2586 foreach (string slotName : attachmentSlots)
2587 {
2589 }
2590
2591 //check base
2592 if (!HasBase())
2593 {
2595 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2596
2597 AddProxyPhysics(ANIMATION_DEPLOYED);
2598 }
2599 else
2600 {
2602 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2603
2604 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2605 }
2606
2607 GetConstruction().UpdatePhysics();
2608 UpdateNavmesh();
2609 }
2610
2611 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2612 {
2613 //checks for invalid appends; hotfix
2614 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2615 return;
2616 //----------------------------------
2617 string slot_name_mounted = slot_name + "_Mounted";
2618 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2619
2620 //remove proxy physics
2621 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2622 RemoveProxyPhysics( slot_name_mounted );
2623 RemoveProxyPhysics( slot_name );
2624
2625 if ( attachment )
2626 {
2627 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2628 if ( is_locked )
2629 {
2630 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2631 AddProxyPhysics( slot_name_mounted );
2632 }
2633 else
2634 {
2635 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2636 AddProxyPhysics( slot_name );
2637 }
2638 }
2639 }
2640
2641 protected void UpdateNavmesh()
2642 {
2643 SetAffectPathgraph( true, false );
2644 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2645 }
2646
2647 override bool CanUseConstruction()
2648 {
2649 return true;
2650 }
2651
2652 override bool CanUseConstructionBuild()
2653 {
2654 return true;
2655 }
2656
2657 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2658 {
2659 if ( attachment )
2660 {
2661 InventoryLocation inventory_location = new InventoryLocation;
2662 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2663
2664 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2665 }
2666
2667 return false;
2668 }
2669
2670 protected bool IsAttachmentSlotLocked( string slot_name )
2671 {
2672 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2673 }
2674
2675 //--- ATTACHMENT SLOTS
2676 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2677 {
2678 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2679 if ( g_Game.ConfigIsExisting( config_path ) )
2680 {
2681 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2682 }
2683 }
2684
2685 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2686 {
2687 return true;
2688 }
2689
2690 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2691 {
2692 return true;
2693 }
2694
2695 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2696 {
2697 return true;
2698 }
2699
2700 // --- INIT
2702 {
2703 m_Construction = new Construction(this);
2704 return m_Construction;
2705 }
2706
2708 {
2709 return m_Construction;
2710 }
2711
2713 {
2714 return Construction.Cast(m_Construction);
2715 }
2716
2718 {
2719 int attachment_count = GetInventory().AttachmentCount();
2720 if ( attachment_count > 0 )
2721 {
2722 if ( HasBase() && attachment_count == 1 )
2723 {
2724 return false;
2725 }
2726
2727 return true;
2728 }
2729
2730 return false;
2731 }
2732
2733 override bool ShowZonesHealth()
2734 {
2735 return true;
2736 }
2737
2738 override bool IsTakeable()
2739 {
2740 return false;
2741 }
2742
2743 //this into/outo parent.Cargo
2744 override bool CanPutInCargo( EntityAI parent )
2745 {
2746 return false;
2747 }
2748
2749 override bool CanRemoveFromCargo( EntityAI parent )
2750 {
2751 return false;
2752 }
2753
2754 //hands
2755 override bool CanPutIntoHands( EntityAI parent )
2756 {
2757 return false;
2758 }
2759
2760 //--- ACTION CONDITIONS
2761 //direction
2762 override bool IsFacingPlayer( PlayerBase player, string selection )
2763 {
2764 return true;
2765 }
2766
2767 override bool IsPlayerInside( PlayerBase player, string selection )
2768 {
2769 return true;
2770 }
2771
2774 {
2775 return false;
2776 }
2777
2778 //roof check
2779 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2780 {
2781 return false;
2782 }
2783
2784 //selection->player distance check
2785 bool HasProperDistance( string selection, PlayerBase player )
2786 {
2787 return true;
2788 }
2789
2790 //folding
2792 {
2793 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2794 {
2795 return false;
2796 }
2797
2798 return true;
2799 }
2800
2802 {
2805
2806 return item;
2807 }
2808
2809 //Damage triggers (barbed wire)
2810 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2811 {
2812 if ( g_Game && g_Game.IsServer() )
2813 {
2814 //destroy area damage if some already exists
2815 DestroyAreaDamage( slot_name );
2816
2817 //create new area damage
2819 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2820
2821 vector min_max[2];
2822 if ( MemoryPointExists( slot_name + "_min" ) )
2823 {
2824 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2825 }
2826 if ( MemoryPointExists( slot_name + "_max" ) )
2827 {
2828 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2829 }
2830
2831 //get proper trigger extents (min<max)
2832 vector extents[2];
2833 GetConstruction().GetTriggerExtents( min_max, extents );
2834
2835 //get box center
2836 vector center;
2837 center = GetConstruction().GetBoxCenter( min_max );
2838 center = ModelToWorld( center );
2839
2840 //rotate center if needed
2842 CalcDamageAreaRotation( rotation_angle, center, orientation );
2843
2844 areaDamage.SetExtents( extents[0], extents[1] );
2845 areaDamage.SetAreaPosition( center );
2846 areaDamage.SetAreaOrientation( orientation );
2847 areaDamage.SetLoopInterval( 1.0 );
2848 areaDamage.SetDeferDuration( 0.2 );
2849 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2850 areaDamage.SetAmmoName( "BarbedWireHit" );
2851 areaDamage.Spawn();
2852
2853 m_DamageTriggers.Insert( slot_name, areaDamage );
2854 }
2855 }
2856
2857 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2858 {
2859 if ( angle_deg != 0 )
2860 {
2861 //orientation
2862 orientation[0] = orientation[0] - angle_deg;
2863
2864 //center
2865 vector rotate_axis;
2866 if ( MemoryPointExists( "rotate_axis" ) )
2867 {
2868 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2869 }
2870 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];
2871 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];
2872 center[0] = r_center_x;
2873 center[2] = r_center_z;
2874 }
2875 }
2876
2877 void DestroyAreaDamage( string slot_name )
2878 {
2879 if (g_Game && g_Game.IsServer())
2880 {
2882 if (m_DamageTriggers.Find(slot_name, areaDamage))
2883 {
2884 if (areaDamage)
2885 {
2886 areaDamage.Destroy();
2887 }
2888
2889 m_DamageTriggers.Remove( slot_name );
2890 }
2891 }
2892 }
2893
2894 override bool IsIgnoredByConstruction()
2895 {
2896 return true;
2897 }
2898
2899 //================================================================
2900 // SOUNDS
2901 //================================================================
2902 protected void SoundBuildStart( string part_name )
2903 {
2904 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2905 }
2906
2907 protected void SoundDismantleStart( string part_name )
2908 {
2909 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2910 }
2911
2912 protected void SoundDestroyStart( string part_name )
2913 {
2914 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2915 }
2916
2917 protected string GetBuildSoundByMaterial( string part_name )
2918 {
2919 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2920
2921 switch ( material_type )
2922 {
2923 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2924 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2925 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2926 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2927 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2928 }
2929
2930 return "";
2931 }
2932
2933 protected string GetDismantleSoundByMaterial( string part_name )
2934 {
2935 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2936
2937 switch ( material_type )
2938 {
2939 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2940 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2941 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2942 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2943 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2944 }
2945
2946 return "";
2947 }
2948
2949 //misc
2950 void CheckForHybridAttachments( EntityAI item, string slot_name )
2951 {
2952 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2953 {
2954 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2955 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2956 {
2957 SetHealth(slot_name,"Health",item.GetHealth());
2958 }
2959 }
2960 }
2961
2962 override int GetDamageSystemVersionChange()
2963 {
2964 return 111;
2965 }
2966
2967 override void SetActions()
2968 {
2969 super.SetActions();
2970
2974 }
2975
2976 protected void DestroyConstructedParts()
2977 {
2978 Construction construction = GetConstruction();
2979 if (!construction)
2980 return;
2981
2982 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2983 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2984 {
2985 ConstructionPart part = constructionParts.GetElement(i);
2986 if (part && part.IsBuilt() && !part.IsUtilityPart())
2987 {
2988 construction.DestroyPartServer(null, part.GetPartName(), -1);
2989 }
2990 }
2991 }
2992
2993 protected void HandleFallingForConstructedParts()
2994 {
2995 Construction construction = GetConstruction();
2996 if (!construction)
2997 return;
2998
2999 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3000 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3001 {
3002 ConstructionPart part = constructionParts.GetElement(i);
3003 if (part && part.IsBuilt() && !part.IsUtilityPart())
3004 {
3005 construction.HandleEntityFalling(part.GetPartName());
3006 }
3007 }
3008 }
3009
3011 override void OnItemFallRebuilding()
3012 {
3013 if (!g_Game.IsServer())
3014 return;
3015
3018
3019 if (DestroyOnFall())
3020 {
3022 {
3024 }
3025 else
3026 {
3028 {
3030 }
3031 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3032 }
3033 }
3034 }
3035
3037 {
3038 if (HasAnyAttachmentsOrCargo())
3039 {
3041 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3042 }
3043 }
3044
3045 //================================================================
3046 // DEBUG
3047 //================================================================
3048
3051 {
3052 return null;
3053 }
3054
3055 override void OnDebugSpawn()
3056 {
3057 FullyBuild();
3058 }
3059
3060 void FullyBuild()
3061 {
3063 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3064
3065 Man p;
3066
3067 #ifdef SERVER
3068 array<Man> players = new array<Man>;
3069 g_Game.GetWorld().GetPlayerList(players);
3070 if (players.Count())
3071 p = players[0];
3072 #else
3073 p = g_Game.GetPlayer();
3074 #endif
3075
3076 foreach (ConstructionPart part : parts)
3077 {
3078 bool excluded = false;
3079 string partName = part.GetPartName();
3080 if (excludes)
3081 {
3082 foreach (string exclude : excludes)
3083 {
3084 if (partName.Contains(exclude))
3085 {
3086 excluded = true;
3087 break;
3088 }
3089 }
3090 }
3091
3092 if (!excluded)
3093 {
3094 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3095 }
3096 }
3097
3098 GetConstruction().UpdateVisuals();
3099 }
3100
3102 //Deprecated code playpen//
3104 [Obsolete("handled in the Construction component directly")]
3105 protected void HandleItemFalling(ConstructionPart part)
3106 {
3107 }
3108
3109 [Obsolete("handled in the Construction component directly")]
3110 protected void ItemFall(vector min, vector max)
3111 {
3112 }
3113
3114 [Obsolete("obsolete debug method")]
3115 protected void DebugCustomState()
3116 {
3117 }
3118}
3119
3120void bsbDebugPrint (string s)
3121{
3122#ifdef BSB_DEBUG
3123 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3124#else
3125 //Print("" + s); // comment/uncomment to hide/see debug logs
3126#endif
3127}
3128void bsbDebugSpam (string s)
3129{
3130#ifdef BSB_DEBUG_SPAM
3131 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3132#else
3133 //Print("" + s); // comment/uncomment to hide/see debug logs
3134#endif
3135}
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