DayZ 1.30
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◆ OnStoreLoad()

override bool bsbDebugPrint::OnStoreLoad ( ParamsReadContext ctx,
int version )
protected

См. определение в файле BaseBuildingBase.c строка 1720

1722{
1723 const string ANIMATION_DEPLOYED = "Deployed";
1724
1725 float m_ConstructionKitHealth; //stored health value for used construction kit
1726
1727 bool m_HasBase;
1728 //variables for synchronization of base building parts (2x31 is the current limit)
1729 int m_SyncParts01; //synchronization for already built parts (31 parts)
1730 int m_SyncParts02; //synchronization for already built parts (+31 parts)
1731 int m_SyncParts03; //synchronization for already built parts (+31 parts)
1732 int m_InteractedPartId; //construction part id that an action was performed on
1733 int m_PerformedActionId; //action id that was performed on a construction part
1734 protected ref ConstructionBasic m_Construction;
1735
1736 //Sounds
1737 //build
1738 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
1739 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
1740 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
1741 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
1742 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
1743 //dismantle
1744 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
1745 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
1746 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
1747 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
1748 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
1749
1750 protected EffectSound m_Sound;
1751
1755
1756 // Constructor
1757 void BaseBuildingBase()
1758 {
1760
1761 //synchronized variables
1762 RegisterNetSyncVariableInt( "m_SyncParts01" );
1763 RegisterNetSyncVariableInt( "m_SyncParts02" );
1764 RegisterNetSyncVariableInt( "m_SyncParts03" );
1765 RegisterNetSyncVariableInt( "m_InteractedPartId" );
1766 RegisterNetSyncVariableInt( "m_PerformedActionId" );
1767 RegisterNetSyncVariableBool( "m_HasBase" );
1768
1769 //Construction init
1770 ConstructionInit();
1771
1772 if (ConfigIsExisting("hybridAttachments"))
1773 {
1775 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
1776 }
1777 if (ConfigIsExisting("mountables"))
1778 {
1780 ConfigGetTextArray("mountables", m_Mountables);
1781 }
1782
1783 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
1784 SetAllowDamage(true);
1785 }
1786
1787 override string GetInvulnerabilityTypeString()
1788 {
1789 return "disableBaseDamage";
1790 }
1791
1792 override bool CanObstruct()
1793 {
1794 return true;
1795 }
1796
1797 override int GetHideIconMask()
1798 {
1799 return EInventoryIconVisibility.HIDE_VICINITY;
1800 }
1801
1802 override void InitItemSounds()
1803 {
1804 super.InitItemSounds();
1805
1807 SoundParameters params = new SoundParameters();
1808 params.m_Loop = true;
1809
1810 if (GetFoldSoundset() != string.Empty)
1811 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
1812 if (GetLoopFoldSoundset() != string.Empty)
1813 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
1814 }
1815
1816 override string GetFoldSoundset()
1817 {
1818 return "putDown_FenceKit_SoundSet";
1819 }
1820
1821 override string GetLoopFoldSoundset()
1822 {
1823 return "Shelter_Site_Build_Loop_SoundSet";
1824 }
1825
1826 // --- SYNCHRONIZATION
1828 {
1829 if ( g_Game.IsServer() )
1830 {
1831 SetSynchDirty();
1832 }
1833 }
1834
1835 override void OnVariablesSynchronized()
1836 {
1837 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
1838 super.OnVariablesSynchronized();
1839
1840 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
1841 }
1842
1843 protected void OnSynchronizedClient()
1844 {
1845 //update parts
1847
1848 //update action on part
1850
1851 //update visuals (client)
1852 UpdateVisuals();
1853 }
1854
1855 //parts synchronization
1856 void RegisterPartForSync( int part_id )
1857 {
1858 //part_id must starts from index = 1
1859 int offset;
1860 int mask;
1861
1862 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1863 {
1864 offset = part_id - 1;
1865 mask = 1 << offset;
1866
1867 m_SyncParts01 = m_SyncParts01 | mask;
1868 }
1869 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1870 {
1871 offset = ( part_id % 32 );
1872 mask = 1 << offset;
1873
1874 m_SyncParts02 = m_SyncParts02 | mask;
1875 }
1876 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1877 {
1878 offset = ( part_id % 63 );
1879 mask = 1 << offset;
1880
1881 m_SyncParts03 = m_SyncParts03 | mask;
1882 }
1883 }
1884
1885 void UnregisterPartForSync( int part_id )
1886 {
1887 //part_id must starts from index = 1
1888 int offset;
1889 int mask;
1890
1891 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1892 {
1893 offset = part_id - 1;
1894 mask = 1 << offset;
1895
1896 m_SyncParts01 = m_SyncParts01 & ~mask;
1897 }
1898 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1899 {
1900 offset = ( part_id % 32 );
1901 mask = 1 << offset;
1902
1903 m_SyncParts02 = m_SyncParts02 & ~mask;
1904 }
1905 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1906 {
1907 offset = ( part_id % 63 );
1908 mask = 1 << offset;
1909
1910 m_SyncParts03 = m_SyncParts03 & ~mask;
1911 }
1912 }
1913
1914 bool IsPartBuildInSyncData( int part_id )
1915 {
1916 //part_id must starts from index = 1
1917 int offset;
1918 int mask;
1919
1920 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
1921 {
1922 offset = part_id - 1;
1923 mask = 1 << offset;
1924
1925 if ( ( m_SyncParts01 & mask ) > 0 )
1926 {
1927 return true;
1928 }
1929 }
1930 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
1931 {
1932 offset = ( part_id % 32 );
1933 mask = 1 << offset;
1934
1935 if ( ( m_SyncParts02 & mask ) > 0 )
1936 {
1937 return true;
1938 }
1939 }
1940 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
1941 {
1942 offset = ( part_id % 63 );
1943 mask = 1 << offset;
1944
1945 if ( ( m_SyncParts03 & mask ) > 0 )
1946 {
1947 return true;
1948 }
1949 }
1950
1951 return false;
1952 }
1953
1954 protected void RegisterActionForSync( int part_id, int action_id )
1955 {
1956 m_InteractedPartId = part_id;
1957 m_PerformedActionId = action_id;
1958 }
1959
1960 protected void ResetActionSyncData()
1961 {
1962 //reset data
1963 m_InteractedPartId = -1;
1965 }
1966
1967 protected void SetActionFromSyncData()
1968 {
1969 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
1970 {
1972 int build_action_id = m_PerformedActionId;
1973
1974 switch( build_action_id )
1975 {
1976 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
1977 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
1978 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
1979 }
1980 }
1981 }
1982 //------
1983
1985 {
1986 string key = part.GetPartName();
1987 bool is_base = part.IsBase();
1988 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
1989 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
1990 if ( is_part_built_sync )
1991 {
1992 if ( !part.IsBuilt() )
1993 {
1994 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
1995 GetConstruction().AddToConstructedParts( key );
1996 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
1997
1998 if (is_base)
1999 {
2001 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2002 }
2003 }
2004 }
2005 else
2006 {
2007 if ( part.IsBuilt() )
2008 {
2009 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2010 GetConstruction().RemoveFromConstructedParts( key );
2011 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2012
2013 if (is_base)
2014 {
2016 AddProxyPhysics( ANIMATION_DEPLOYED );
2017 }
2018 }
2019 }
2020
2021 //check slot lock for material attachments
2022 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2023 }
2024
2025 //set construction parts based on synchronized data
2027 {
2028 Construction construction = GetConstruction();
2029 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2030
2031 for ( int i = 0; i < construction_parts.Count(); ++i )
2032 {
2033 string key = construction_parts.GetKey( i );
2034 ConstructionPart value = construction_parts.Get( key );
2035 SetPartFromSyncData(value);
2036 }
2037
2038 //regenerate navmesh
2039 UpdateNavmesh();
2040 }
2041
2042 protected ConstructionPart GetConstructionPartById( int id )
2043 {
2044 Construction construction = GetConstruction();
2045 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2046
2047 for ( int i = 0; i < construction_parts.Count(); ++i )
2048 {
2049 string key = construction_parts.GetKey( i );
2050 ConstructionPart value = construction_parts.Get( key );
2051
2052 if ( value.GetId() == id )
2053 {
2054 return value;
2055 }
2056 }
2057
2058 return NULL;
2059 }
2060 //
2061
2062 //Base
2063 bool HasBase()
2064 {
2065 return m_HasBase;
2066 }
2067
2068 void SetBaseState( bool has_base )
2069 {
2070 m_HasBase = has_base;
2071 }
2072
2073 override bool IsDeployable()
2074 {
2075 return true;
2076 }
2077
2078 bool IsOpened()
2079 {
2080 return false;
2081 }
2082
2083 //--- CONSTRUCTION KIT
2085 {
2086 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2087 if ( m_ConstructionKitHealth > 0 )
2088 {
2089 construction_kit.SetHealth( m_ConstructionKitHealth );
2090 }
2091
2092 return construction_kit;
2093 }
2094
2095 void CreateConstructionKitInHands(notnull PlayerBase player)
2096 {
2097 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2098 if ( m_ConstructionKitHealth > 0 )
2099 {
2100 construction_kit.SetHealth( m_ConstructionKitHealth );
2101 }
2102 }
2103
2104 protected vector GetKitSpawnPosition()
2105 {
2106 return GetPosition();
2107 }
2108
2109 protected string GetConstructionKitType()
2110 {
2111 return "";
2112 }
2113
2114 void DestroyConstructionKit( ItemBase construction_kit )
2115 {
2116 m_ConstructionKitHealth = construction_kit.GetHealth();
2117 g_Game.ObjectDelete( construction_kit );
2118 }
2119
2120 //--- CONSTRUCTION
2121 void DestroyConstruction()
2122 {
2123 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2124 g_Game.ObjectDelete( this );
2125 }
2126
2127 // --- EVENTS
2128 override void EEDelete(EntityAI parent)
2129 {
2130 super.EEDelete(parent);
2131
2132 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2133 {
2134 areaDamage.Destroy();
2135 }
2136
2137 }
2138
2139 override void OnStoreSave( ParamsWriteContext ctx )
2140 {
2141 super.OnStoreSave( ctx );
2142
2143 //sync parts 01
2144 ctx.Write( m_SyncParts01 );
2145 ctx.Write( m_SyncParts02 );
2146 ctx.Write( m_SyncParts03 );
2147
2148 ctx.Write( m_HasBase );
2149 }
2150
2151 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2152 {
2153 if ( !super.OnStoreLoad( ctx, version ) )
2154 return false;
2155
2156 //--- Base building data ---
2157 //Restore synced parts data
2158 if ( !ctx.Read( m_SyncParts01 ) )
2159 {
2160 m_SyncParts01 = 0; //set default
2161 return false;
2162 }
2163 if ( !ctx.Read( m_SyncParts02 ) )
2164 {
2165 m_SyncParts02 = 0; //set default
2166 return false;
2167 }
2168 if ( !ctx.Read( m_SyncParts03 ) )
2169 {
2170 m_SyncParts03 = 0; //set default
2171 return false;
2172 }
2173
2174 //has base
2175 if ( !ctx.Read( m_HasBase ) )
2176 {
2177 m_HasBase = false;
2178 return false;
2179 }
2180 //---
2181
2182 return true;
2183 }
2184
2185 override void AfterStoreLoad()
2186 {
2187 super.AfterStoreLoad();
2188
2190 {
2192 }
2193 }
2194
2196 {
2197 //update server data
2199
2200 //set base state
2201 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2202 SetBaseState( part.IsBuilt() ) ;
2203
2204 //synchronize after load
2206 }
2207
2208 override void OnCreatePhysics()
2209 {
2210 super.OnCreatePhysics();
2211
2212 ConstructionInit();
2214 }
2215
2216 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2217 {
2219 return;
2220
2221 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2222 }
2223
2224 override void EEOnAfterLoad()
2225 {
2227 {
2228 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2229 }
2230
2231 super.EEOnAfterLoad();
2232 }
2233
2234 override void EEItemAttached( EntityAI item, string slot_name )
2235 {
2236 super.EEItemAttached( item, slot_name );
2237
2238 CheckForHybridAttachments( item, slot_name );
2239 UpdateVisuals();
2240 UpdateAttachmentPhysics( slot_name, false );
2241 }
2242
2243 override void EEItemDetached( EntityAI item, string slot_name )
2244 {
2245 super.EEItemDetached( item, slot_name );
2246
2247 UpdateVisuals();
2248 UpdateAttachmentPhysics( slot_name, false );
2249 }
2250
2251 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2252 {
2253 string slot_name = InventorySlots.GetSlotName( slotId );
2254 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2255
2256 UpdateAttachmentVisuals( slot_name, locked );
2257 UpdateAttachmentPhysics( slot_name, locked );
2258 }
2259
2260 //ignore out of reach condition
2261 override bool IgnoreOutOfReachCondition()
2262 {
2263 return true;
2264 }
2265
2266 //CONSTRUCTION EVENTS
2267 //Build
2268 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2269 {
2270 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2271
2272 //check base state
2273 if (construtionPart.IsBase())
2274 {
2275 SetBaseState(true);
2276
2277 //spawn kit
2279 }
2280
2281 //register constructed parts for synchronization
2282 RegisterPartForSync(construtionPart.GetId());
2283
2284 //register action that was performed on part
2285 RegisterActionForSync(construtionPart.GetId(), action_id);
2286
2287 //synchronize
2289
2290 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2291
2292 UpdateNavmesh();
2293
2294 //update visuals
2295 UpdateVisuals();
2296
2297 //reset action sync data
2298 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2299 }
2300
2301 void OnPartBuiltClient(string part_name, int action_id)
2302 {
2303 //play sound
2304 SoundBuildStart( part_name );
2305 }
2306
2307 //Dismantle
2308 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2309 {
2310 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2311 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2312
2313 //register constructed parts for synchronization
2314 UnregisterPartForSync(construtionPart.GetId());
2315
2316 //register action that was performed on part
2317 RegisterActionForSync(construtionPart.GetId(), action_id);
2318
2319 //synchronize
2321
2322 // server part of sync, client will be synced from SetPartsFromSyncData
2323 SetPartFromSyncData(construtionPart);
2324
2325 UpdateNavmesh();
2326
2327 //update visuals
2328 UpdateVisuals();
2329
2330 //reset action sync data
2331 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2332
2333 //check base state
2334 if (construtionPart.IsBase())
2335 {
2336 //Destroy construction
2337 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2338 }
2339 }
2340
2341 void OnPartDismantledClient( string part_name, int action_id )
2342 {
2343 //play sound
2344 SoundDismantleStart( part_name );
2345 }
2346
2347 //Destroy
2348 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2349 {
2350 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2351 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2352
2353 //register constructed parts for synchronization
2354 UnregisterPartForSync(construtionPart.GetId());
2355
2356 //register action that was performed on part
2357 RegisterActionForSync(construtionPart.GetId(), action_id);
2358
2359 //synchronize
2361
2362 // server part of sync, client will be synced from SetPartsFromSyncData
2363 SetPartFromSyncData(construtionPart);
2364
2365 UpdateNavmesh();
2366
2367 //update visuals
2368 UpdateVisuals();
2369
2370 //reset action sync data
2371 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2372
2373 //check base state
2374 if (construtionPart.IsBase())
2375 {
2376 //Destroy construction
2377 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2378 }
2379 }
2380
2381 void OnPartDestroyedClient( string part_name, int action_id )
2382 {
2383 //play sound
2384 SoundDestroyStart( part_name );
2385 }
2386
2387 // --- UPDATE
2388 void InitBaseState()
2389 {
2390 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2391
2392 InitVisuals();
2393 UpdateNavmesh(); //regenerate navmesh
2394 }
2395
2396 void InitVisuals()
2397 {
2398 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2399 //check base
2400 if ( !HasBase() )
2401 {
2402 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2403 }
2404 else
2405 {
2406 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2407 }
2408
2409 GetConstruction().InitVisuals();
2410 }
2411
2412 void UpdateVisuals()
2413 {
2414 array<string> attachmentSlots = new array<string>;
2415
2416 GetAttachmentSlots(this, attachmentSlots);
2417 foreach (string slotName : attachmentSlots)
2418 {
2420 }
2421
2422 //check base
2423 if (!HasBase())
2424 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2425 else
2426 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2427
2428 GetConstruction().UpdateVisuals();
2429 }
2430
2431 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2432 {
2433 string slotNameMounted = slot_name + "_Mounted";
2434 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2435
2436 if (attachment)
2437 {
2438 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2439 if (barbedWire && barbedWire.IsMounted())
2440 CreateAreaDamage(slotNameMounted);
2441 else
2442 DestroyAreaDamage(slotNameMounted);
2443
2444 if (is_locked)
2445 {
2446 SetAnimationPhase(slotNameMounted, 0);
2447 SetAnimationPhase(slot_name, 1);
2448 }
2449 else
2450 {
2451 SetAnimationPhase(slotNameMounted, 1);
2452 SetAnimationPhase(slot_name, 0);
2453 }
2454 }
2455 else
2456 {
2457 SetAnimationPhase(slotNameMounted, 1);
2458 SetAnimationPhase(slot_name, 1);
2459
2460 DestroyAreaDamage(slotNameMounted);
2461 }
2462 }
2463
2464 // avoid calling this function on frequent occasions, it's a massive performance hit
2465 void UpdatePhysics()
2466 {
2468 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2469
2470 array<string> attachmentSlots = new array<string>;
2471 GetAttachmentSlots(this, attachmentSlots);
2472
2474 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2475
2476 foreach (string slotName : attachmentSlots)
2477 {
2479 }
2480
2481 //check base
2482 if (!HasBase())
2483 {
2485 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2486
2487 AddProxyPhysics(ANIMATION_DEPLOYED);
2488 }
2489 else
2490 {
2492 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2493
2494 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2495 }
2496
2497 GetConstruction().UpdatePhysics();
2498 UpdateNavmesh();
2499 }
2500
2501 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2502 {
2503 //checks for invalid appends; hotfix
2504 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2505 return;
2506 //----------------------------------
2507 string slot_name_mounted = slot_name + "_Mounted";
2508 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2509
2510 //remove proxy physics
2511 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2512 RemoveProxyPhysics( slot_name_mounted );
2513 RemoveProxyPhysics( slot_name );
2514
2515 if ( attachment )
2516 {
2517 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2518 if ( is_locked )
2519 {
2520 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2521 AddProxyPhysics( slot_name_mounted );
2522 }
2523 else
2524 {
2525 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2526 AddProxyPhysics( slot_name );
2527 }
2528 }
2529 }
2530
2531 protected void UpdateNavmesh()
2532 {
2533 SetAffectPathgraph( true, false );
2534 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2535 }
2536
2537 override bool CanUseConstruction()
2538 {
2539 return true;
2540 }
2541
2542 override bool CanUseConstructionBuild()
2543 {
2544 return true;
2545 }
2546
2547 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2548 {
2549 if ( attachment )
2550 {
2551 InventoryLocation inventory_location = new InventoryLocation;
2552 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2553
2554 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2555 }
2556
2557 return false;
2558 }
2559
2560 protected bool IsAttachmentSlotLocked( string slot_name )
2561 {
2562 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2563 }
2564
2565 //--- ATTACHMENT SLOTS
2566 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2567 {
2568 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2569 if ( g_Game.ConfigIsExisting( config_path ) )
2570 {
2571 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2572 }
2573 }
2574
2575 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2576 {
2577 return true;
2578 }
2579
2580 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2581 {
2582 return true;
2583 }
2584
2585 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2586 {
2587 return true;
2588 }
2589
2590 // --- INIT
2592 {
2593 m_Construction = new Construction(this);
2594 return m_Construction;
2595 }
2596
2598 {
2599 return m_Construction;
2600 }
2601
2603 {
2604 return Construction.Cast(m_Construction);
2605 }
2606
2608 {
2609 int attachment_count = GetInventory().AttachmentCount();
2610 if ( attachment_count > 0 )
2611 {
2612 if ( HasBase() && attachment_count == 1 )
2613 {
2614 return false;
2615 }
2616
2617 return true;
2618 }
2619
2620 return false;
2621 }
2622
2623 override bool ShowZonesHealth()
2624 {
2625 return true;
2626 }
2627
2628 override bool IsTakeable()
2629 {
2630 return false;
2631 }
2632
2633 //this into/outo parent.Cargo
2634 override bool CanPutInCargo( EntityAI parent )
2635 {
2636 return false;
2637 }
2638
2639 override bool CanRemoveFromCargo( EntityAI parent )
2640 {
2641 return false;
2642 }
2643
2644 //hands
2645 override bool CanPutIntoHands( EntityAI parent )
2646 {
2647 return false;
2648 }
2649
2650 //--- ACTION CONDITIONS
2651 //direction
2652 override bool IsFacingPlayer( PlayerBase player, string selection )
2653 {
2654 return true;
2655 }
2656
2657 override bool IsPlayerInside( PlayerBase player, string selection )
2658 {
2659 return true;
2660 }
2661
2664 {
2665 return false;
2666 }
2667
2668 //roof check
2669 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
2670 {
2671 return false;
2672 }
2673
2674 //selection->player distance check
2675 bool HasProperDistance( string selection, PlayerBase player )
2676 {
2677 return true;
2678 }
2679
2680 //folding
2682 {
2683 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
2684 {
2685 return false;
2686 }
2687
2688 return true;
2689 }
2690
2692 {
2695
2696 return item;
2697 }
2698
2699 //Damage triggers (barbed wire)
2700 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
2701 {
2702 if ( g_Game && g_Game.IsServer() )
2703 {
2704 //destroy area damage if some already exists
2705 DestroyAreaDamage( slot_name );
2706
2707 //create new area damage
2709 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
2710
2711 vector min_max[2];
2712 if ( MemoryPointExists( slot_name + "_min" ) )
2713 {
2714 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
2715 }
2716 if ( MemoryPointExists( slot_name + "_max" ) )
2717 {
2718 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
2719 }
2720
2721 //get proper trigger extents (min<max)
2722 vector extents[2];
2723 GetConstruction().GetTriggerExtents( min_max, extents );
2724
2725 //get box center
2726 vector center;
2727 center = GetConstruction().GetBoxCenter( min_max );
2728 center = ModelToWorld( center );
2729
2730 //rotate center if needed
2732 CalcDamageAreaRotation( rotation_angle, center, orientation );
2733
2734 areaDamage.SetExtents( extents[0], extents[1] );
2735 areaDamage.SetAreaPosition( center );
2736 areaDamage.SetAreaOrientation( orientation );
2737 areaDamage.SetLoopInterval( 1.0 );
2738 areaDamage.SetDeferDuration( 0.2 );
2739 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
2740 areaDamage.SetAmmoName( "BarbedWireHit" );
2741 areaDamage.Spawn();
2742
2743 m_DamageTriggers.Insert( slot_name, areaDamage );
2744 }
2745 }
2746
2747 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
2748 {
2749 if ( angle_deg != 0 )
2750 {
2751 //orientation
2752 orientation[0] = orientation[0] - angle_deg;
2753
2754 //center
2755 vector rotate_axis;
2756 if ( MemoryPointExists( "rotate_axis" ) )
2757 {
2758 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
2759 }
2760 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];
2761 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];
2762 center[0] = r_center_x;
2763 center[2] = r_center_z;
2764 }
2765 }
2766
2767 void DestroyAreaDamage( string slot_name )
2768 {
2769 if (g_Game && g_Game.IsServer())
2770 {
2772 if (m_DamageTriggers.Find(slot_name, areaDamage))
2773 {
2774 if (areaDamage)
2775 {
2776 areaDamage.Destroy();
2777 }
2778
2779 m_DamageTriggers.Remove( slot_name );
2780 }
2781 }
2782 }
2783
2784 override bool IsIgnoredByConstruction()
2785 {
2786 return true;
2787 }
2788
2789 //================================================================
2790 // SOUNDS
2791 //================================================================
2792 protected void SoundBuildStart( string part_name )
2793 {
2794 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
2795 }
2796
2797 protected void SoundDismantleStart( string part_name )
2798 {
2799 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2800 }
2801
2802 protected void SoundDestroyStart( string part_name )
2803 {
2804 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
2805 }
2806
2807 protected string GetBuildSoundByMaterial( string part_name )
2808 {
2809 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2810
2811 switch ( material_type )
2812 {
2813 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
2814 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
2815 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
2816 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
2817 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
2818 }
2819
2820 return "";
2821 }
2822
2823 protected string GetDismantleSoundByMaterial( string part_name )
2824 {
2825 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
2826
2827 switch ( material_type )
2828 {
2829 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
2830 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
2831 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
2832 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
2833 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
2834 }
2835
2836 return "";
2837 }
2838
2839 //misc
2840 void CheckForHybridAttachments( EntityAI item, string slot_name )
2841 {
2842 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
2843 {
2844 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
2845 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
2846 {
2847 SetHealth(slot_name,"Health",item.GetHealth());
2848 }
2849 }
2850 }
2851
2852 override int GetDamageSystemVersionChange()
2853 {
2854 return 111;
2855 }
2856
2857 override void SetActions()
2858 {
2859 super.SetActions();
2860
2864 }
2865
2866 protected void DestroyConstructedParts()
2867 {
2868 Construction construction = GetConstruction();
2869 if (!construction)
2870 return;
2871
2872 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2873 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2874 {
2875 ConstructionPart part = constructionParts.GetElement(i);
2876 if (part && part.IsBuilt() && !part.IsUtilityPart())
2877 {
2878 construction.DestroyPartServer(null, part.GetPartName(), -1);
2879 }
2880 }
2881 }
2882
2883 protected void HandleFallingForConstructedParts()
2884 {
2885 Construction construction = GetConstruction();
2886 if (!construction)
2887 return;
2888
2889 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
2890 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
2891 {
2892 ConstructionPart part = constructionParts.GetElement(i);
2893 if (part && part.IsBuilt() && !part.IsUtilityPart())
2894 {
2895 construction.HandleEntityFalling(part.GetPartName());
2896 }
2897 }
2898 }
2899
2901 override void OnItemFallRebuilding()
2902 {
2903 if (!g_Game.IsServer())
2904 return;
2905
2908
2909 if (DestroyOnFall())
2910 {
2912 {
2914 }
2915 else
2916 {
2918 {
2920 }
2921 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
2922 }
2923 }
2924 }
2925
2927 {
2928 if (HasAnyAttachmentsOrCargo())
2929 {
2931 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
2932 }
2933 }
2934
2935 //================================================================
2936 // DEBUG
2937 //================================================================
2938
2941 {
2942 return null;
2943 }
2944
2945 override void OnDebugSpawn()
2946 {
2947 FullyBuild();
2948 }
2949
2950 void FullyBuild()
2951 {
2953 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
2954
2955 Man p;
2956
2957 #ifdef SERVER
2958 array<Man> players = new array<Man>;
2959 g_Game.GetWorld().GetPlayerList(players);
2960 if (players.Count())
2961 p = players[0];
2962 #else
2963 p = g_Game.GetPlayer();
2964 #endif
2965
2966 foreach (ConstructionPart part : parts)
2967 {
2968 bool excluded = false;
2969 string partName = part.GetPartName();
2970 if (excludes)
2971 {
2972 foreach (string exclude : excludes)
2973 {
2974 if (partName.Contains(exclude))
2975 {
2976 excluded = true;
2977 break;
2978 }
2979 }
2980 }
2981
2982 if (!excluded)
2983 {
2984 OnPartBuiltServer(p, partName, AT_BUILD_PART);
2985 }
2986 }
2987
2988 GetConstruction().UpdateVisuals();
2989 }
2990
2992 //Deprecated code playpen//
2994 [Obsolete("handled in the Construction component directly")]
2995 protected void HandleItemFalling(ConstructionPart part)
2996 {
2997 }
2998
2999 [Obsolete("handled in the Construction component directly")]
3000 protected void ItemFall(vector min, vector max)
3001 {
3002 }
3003
3004 [Obsolete("obsolete debug method")]
3005 protected void DebugCustomState()
3006 {
3007 }
3008}
3009
3010void bsbDebugPrint (string s)
3011{
3012#ifdef BSB_DEBUG
3013 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3014#else
3015 //Print("" + s); // comment/uncomment to hide/see debug logs
3016#endif
3017}
3018void bsbDebugSpam (string s)
3019{
3020#ifdef BSB_DEBUG_SPAM
3021 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3022#else
3023 //Print("" + s); // comment/uncomment to hide/see debug logs
3024#endif
3025}
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