DayZ 1.30
DayZ Explorer by KGB
 
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◆ ShowZonesHealth()

override bool bsbDebugPrint::ShowZonesHealth ( )
protected

См. определение в файле BaseBuildingBase.c строка 2192

2194{
2195 const string ANIMATION_DEPLOYED = "Deployed";
2196
2197 float m_ConstructionKitHealth; //stored health value for used construction kit
2198
2199 bool m_HasBase;
2200 //variables for synchronization of base building parts (2x31 is the current limit)
2201 int m_SyncParts01; //synchronization for already built parts (31 parts)
2202 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2203 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2204 int m_InteractedPartId; //construction part id that an action was performed on
2205 int m_PerformedActionId; //action id that was performed on a construction part
2206 protected ref ConstructionBasic m_Construction;
2207
2208 //Sounds
2209 //build
2210 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2211 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2212 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2213 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2214 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2215 //dismantle
2216 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2217 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2218 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2219 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2220 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2221
2222 protected EffectSound m_Sound;
2223
2227
2228 // Constructor
2229 void BaseBuildingBase()
2230 {
2232
2233 //synchronized variables
2234 RegisterNetSyncVariableInt( "m_SyncParts01" );
2235 RegisterNetSyncVariableInt( "m_SyncParts02" );
2236 RegisterNetSyncVariableInt( "m_SyncParts03" );
2237 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2238 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2239 RegisterNetSyncVariableBool( "m_HasBase" );
2240
2241 //Construction init
2242 ConstructionInit();
2243
2244 if (ConfigIsExisting("hybridAttachments"))
2245 {
2247 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2248 }
2249 if (ConfigIsExisting("mountables"))
2250 {
2252 ConfigGetTextArray("mountables", m_Mountables);
2253 }
2254
2255 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2256 SetAllowDamage(true);
2257 }
2258
2259 override string GetInvulnerabilityTypeString()
2260 {
2261 return "disableBaseDamage";
2262 }
2263
2264 override bool CanObstruct()
2265 {
2266 return true;
2267 }
2268
2269 override int GetHideIconMask()
2270 {
2271 return EInventoryIconVisibility.HIDE_VICINITY;
2272 }
2273
2274 override void InitItemSounds()
2275 {
2276 super.InitItemSounds();
2277
2279 SoundParameters params = new SoundParameters();
2280 params.m_Loop = true;
2281
2282 if (GetFoldSoundset() != string.Empty)
2283 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2284 if (GetLoopFoldSoundset() != string.Empty)
2285 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2286 }
2287
2288 override string GetFoldSoundset()
2289 {
2290 return "putDown_FenceKit_SoundSet";
2291 }
2292
2293 override string GetLoopFoldSoundset()
2294 {
2295 return "Shelter_Site_Build_Loop_SoundSet";
2296 }
2297
2298 // --- SYNCHRONIZATION
2300 {
2301 if ( g_Game.IsServer() )
2302 {
2303 SetSynchDirty();
2304 }
2305 }
2306
2307 override void OnVariablesSynchronized()
2308 {
2309 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2310 super.OnVariablesSynchronized();
2311
2312 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2313 }
2314
2315 protected void OnSynchronizedClient()
2316 {
2317 //update parts
2319
2320 //update action on part
2322
2323 //update visuals (client)
2324 UpdateVisuals();
2325 }
2326
2327 //parts synchronization
2328 void RegisterPartForSync( int part_id )
2329 {
2330 //part_id must starts from index = 1
2331 int offset;
2332 int mask;
2333
2334 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2335 {
2336 offset = part_id - 1;
2337 mask = 1 << offset;
2338
2339 m_SyncParts01 = m_SyncParts01 | mask;
2340 }
2341 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2342 {
2343 offset = ( part_id % 32 );
2344 mask = 1 << offset;
2345
2346 m_SyncParts02 = m_SyncParts02 | mask;
2347 }
2348 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2349 {
2350 offset = ( part_id % 63 );
2351 mask = 1 << offset;
2352
2353 m_SyncParts03 = m_SyncParts03 | mask;
2354 }
2355 }
2356
2357 void UnregisterPartForSync( int part_id )
2358 {
2359 //part_id must starts from index = 1
2360 int offset;
2361 int mask;
2362
2363 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2364 {
2365 offset = part_id - 1;
2366 mask = 1 << offset;
2367
2368 m_SyncParts01 = m_SyncParts01 & ~mask;
2369 }
2370 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2371 {
2372 offset = ( part_id % 32 );
2373 mask = 1 << offset;
2374
2375 m_SyncParts02 = m_SyncParts02 & ~mask;
2376 }
2377 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2378 {
2379 offset = ( part_id % 63 );
2380 mask = 1 << offset;
2381
2382 m_SyncParts03 = m_SyncParts03 & ~mask;
2383 }
2384 }
2385
2386 bool IsPartBuildInSyncData( int part_id )
2387 {
2388 //part_id must starts from index = 1
2389 int offset;
2390 int mask;
2391
2392 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2393 {
2394 offset = part_id - 1;
2395 mask = 1 << offset;
2396
2397 if ( ( m_SyncParts01 & mask ) > 0 )
2398 {
2399 return true;
2400 }
2401 }
2402 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2403 {
2404 offset = ( part_id % 32 );
2405 mask = 1 << offset;
2406
2407 if ( ( m_SyncParts02 & mask ) > 0 )
2408 {
2409 return true;
2410 }
2411 }
2412 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2413 {
2414 offset = ( part_id % 63 );
2415 mask = 1 << offset;
2416
2417 if ( ( m_SyncParts03 & mask ) > 0 )
2418 {
2419 return true;
2420 }
2421 }
2422
2423 return false;
2424 }
2425
2426 protected void RegisterActionForSync( int part_id, int action_id )
2427 {
2428 m_InteractedPartId = part_id;
2429 m_PerformedActionId = action_id;
2430 }
2431
2432 protected void ResetActionSyncData()
2433 {
2434 //reset data
2435 m_InteractedPartId = -1;
2437 }
2438
2439 protected void SetActionFromSyncData()
2440 {
2441 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2442 {
2444 int build_action_id = m_PerformedActionId;
2445
2446 switch( build_action_id )
2447 {
2448 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2449 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2450 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2451 }
2452 }
2453 }
2454 //------
2455
2457 {
2458 string key = part.GetPartName();
2459 bool is_base = part.IsBase();
2460 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2461 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2462 if ( is_part_built_sync )
2463 {
2464 if ( !part.IsBuilt() )
2465 {
2466 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2467 GetConstruction().AddToConstructedParts( key );
2468 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2469
2470 if (is_base)
2471 {
2473 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2474 }
2475 }
2476 }
2477 else
2478 {
2479 if ( part.IsBuilt() )
2480 {
2481 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2482 GetConstruction().RemoveFromConstructedParts( key );
2483 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2484
2485 if (is_base)
2486 {
2488 AddProxyPhysics( ANIMATION_DEPLOYED );
2489 }
2490 }
2491 }
2492
2493 //check slot lock for material attachments
2494 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2495 }
2496
2497 //set construction parts based on synchronized data
2499 {
2500 Construction construction = GetConstruction();
2501 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2502
2503 for ( int i = 0; i < construction_parts.Count(); ++i )
2504 {
2505 string key = construction_parts.GetKey( i );
2506 ConstructionPart value = construction_parts.Get( key );
2507 SetPartFromSyncData(value);
2508 }
2509
2510 //regenerate navmesh
2511 UpdateNavmesh();
2512 }
2513
2514 protected ConstructionPart GetConstructionPartById( int id )
2515 {
2516 Construction construction = GetConstruction();
2517 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2518
2519 for ( int i = 0; i < construction_parts.Count(); ++i )
2520 {
2521 string key = construction_parts.GetKey( i );
2522 ConstructionPart value = construction_parts.Get( key );
2523
2524 if ( value.GetId() == id )
2525 {
2526 return value;
2527 }
2528 }
2529
2530 return NULL;
2531 }
2532 //
2533
2534 //Base
2535 bool HasBase()
2536 {
2537 return m_HasBase;
2538 }
2539
2540 void SetBaseState( bool has_base )
2541 {
2542 m_HasBase = has_base;
2543 }
2544
2545 override bool IsDeployable()
2546 {
2547 return true;
2548 }
2549
2550 bool IsOpened()
2551 {
2552 return false;
2553 }
2554
2555 //--- CONSTRUCTION KIT
2557 {
2558 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2559 if ( m_ConstructionKitHealth > 0 )
2560 {
2561 construction_kit.SetHealth( m_ConstructionKitHealth );
2562 }
2563
2564 return construction_kit;
2565 }
2566
2567 void CreateConstructionKitInHands(notnull PlayerBase player)
2568 {
2569 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2570 if ( m_ConstructionKitHealth > 0 )
2571 {
2572 construction_kit.SetHealth( m_ConstructionKitHealth );
2573 }
2574 }
2575
2576 protected vector GetKitSpawnPosition()
2577 {
2578 return GetPosition();
2579 }
2580
2581 protected string GetConstructionKitType()
2582 {
2583 return "";
2584 }
2585
2586 void DestroyConstructionKit( ItemBase construction_kit )
2587 {
2588 m_ConstructionKitHealth = construction_kit.GetHealth();
2589 g_Game.ObjectDelete( construction_kit );
2590 }
2591
2592 //--- CONSTRUCTION
2593 void DestroyConstruction()
2594 {
2595 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2596 g_Game.ObjectDelete( this );
2597 }
2598
2599 // --- EVENTS
2600 override void EEDelete(EntityAI parent)
2601 {
2602 super.EEDelete(parent);
2603
2604 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2605 {
2606 areaDamage.Destroy();
2607 }
2608
2609 }
2610
2611 override void OnStoreSave( ParamsWriteContext ctx )
2612 {
2613 super.OnStoreSave( ctx );
2614
2615 //sync parts 01
2616 ctx.Write( m_SyncParts01 );
2617 ctx.Write( m_SyncParts02 );
2618 ctx.Write( m_SyncParts03 );
2619
2620 ctx.Write( m_HasBase );
2621 }
2622
2623 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2624 {
2625 if ( !super.OnStoreLoad( ctx, version ) )
2626 return false;
2627
2628 //--- Base building data ---
2629 //Restore synced parts data
2630 if ( !ctx.Read( m_SyncParts01 ) )
2631 {
2632 m_SyncParts01 = 0; //set default
2633 return false;
2634 }
2635 if ( !ctx.Read( m_SyncParts02 ) )
2636 {
2637 m_SyncParts02 = 0; //set default
2638 return false;
2639 }
2640 if ( !ctx.Read( m_SyncParts03 ) )
2641 {
2642 m_SyncParts03 = 0; //set default
2643 return false;
2644 }
2645
2646 //has base
2647 if ( !ctx.Read( m_HasBase ) )
2648 {
2649 m_HasBase = false;
2650 return false;
2651 }
2652 //---
2653
2654 return true;
2655 }
2656
2657 override void AfterStoreLoad()
2658 {
2659 super.AfterStoreLoad();
2660
2662 {
2664 }
2665 }
2666
2668 {
2669 //update server data
2671
2672 //set base state
2673 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2674 SetBaseState( part.IsBuilt() ) ;
2675
2676 //synchronize after load
2678 }
2679
2680 override void OnCreatePhysics()
2681 {
2682 super.OnCreatePhysics();
2683
2684 ConstructionInit();
2686 }
2687
2688 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2689 {
2691 return;
2692
2693 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2694 }
2695
2696 override void EEOnAfterLoad()
2697 {
2699 {
2700 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2701 }
2702
2703 super.EEOnAfterLoad();
2704 }
2705
2706 override void EEItemAttached( EntityAI item, string slot_name )
2707 {
2708 super.EEItemAttached( item, slot_name );
2709
2710 CheckForHybridAttachments( item, slot_name );
2711 UpdateVisuals();
2712 UpdateAttachmentPhysics( slot_name, false );
2713 }
2714
2715 override void EEItemDetached( EntityAI item, string slot_name )
2716 {
2717 super.EEItemDetached( item, slot_name );
2718
2719 UpdateVisuals();
2720 UpdateAttachmentPhysics( slot_name, false );
2721 }
2722
2723 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2724 {
2725 string slot_name = InventorySlots.GetSlotName( slotId );
2726 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2727
2728 UpdateAttachmentVisuals( slot_name, locked );
2729 UpdateAttachmentPhysics( slot_name, locked );
2730 }
2731
2732 //ignore out of reach condition
2733 override bool IgnoreOutOfReachCondition()
2734 {
2735 return true;
2736 }
2737
2738 //CONSTRUCTION EVENTS
2739 //Build
2740 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2741 {
2742 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2743
2744 //check base state
2745 if (construtionPart.IsBase())
2746 {
2747 SetBaseState(true);
2748
2749 //spawn kit
2751 }
2752
2753 //register constructed parts for synchronization
2754 RegisterPartForSync(construtionPart.GetId());
2755
2756 //register action that was performed on part
2757 RegisterActionForSync(construtionPart.GetId(), action_id);
2758
2759 //synchronize
2761
2762 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2763
2764 UpdateNavmesh();
2765
2766 //update visuals
2767 UpdateVisuals();
2768
2769 //reset action sync data
2770 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2771 }
2772
2773 void OnPartBuiltClient(string part_name, int action_id)
2774 {
2775 //play sound
2776 SoundBuildStart( part_name );
2777 }
2778
2779 //Dismantle
2780 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2781 {
2782 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2783 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2784
2785 //register constructed parts for synchronization
2786 UnregisterPartForSync(construtionPart.GetId());
2787
2788 //register action that was performed on part
2789 RegisterActionForSync(construtionPart.GetId(), action_id);
2790
2791 //synchronize
2793
2794 // server part of sync, client will be synced from SetPartsFromSyncData
2795 SetPartFromSyncData(construtionPart);
2796
2797 UpdateNavmesh();
2798
2799 //update visuals
2800 UpdateVisuals();
2801
2802 //reset action sync data
2803 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2804
2805 //check base state
2806 if (construtionPart.IsBase())
2807 {
2808 //Destroy construction
2809 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2810 }
2811 }
2812
2813 void OnPartDismantledClient( string part_name, int action_id )
2814 {
2815 //play sound
2816 SoundDismantleStart( part_name );
2817 }
2818
2819 //Destroy
2820 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2821 {
2822 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2823 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2824
2825 //register constructed parts for synchronization
2826 UnregisterPartForSync(construtionPart.GetId());
2827
2828 //register action that was performed on part
2829 RegisterActionForSync(construtionPart.GetId(), action_id);
2830
2831 //synchronize
2833
2834 // server part of sync, client will be synced from SetPartsFromSyncData
2835 SetPartFromSyncData(construtionPart);
2836
2837 UpdateNavmesh();
2838
2839 //update visuals
2840 UpdateVisuals();
2841
2842 //reset action sync data
2843 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2844
2845 //check base state
2846 if (construtionPart.IsBase())
2847 {
2848 //Destroy construction
2849 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2850 }
2851 }
2852
2853 void OnPartDestroyedClient( string part_name, int action_id )
2854 {
2855 //play sound
2856 SoundDestroyStart( part_name );
2857 }
2858
2859 // --- UPDATE
2860 void InitBaseState()
2861 {
2862 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2863
2864 InitVisuals();
2865 UpdateNavmesh(); //regenerate navmesh
2866 }
2867
2868 void InitVisuals()
2869 {
2870 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2871 //check base
2872 if ( !HasBase() )
2873 {
2874 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2875 }
2876 else
2877 {
2878 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2879 }
2880
2881 GetConstruction().InitVisuals();
2882 }
2883
2884 void UpdateVisuals()
2885 {
2886 array<string> attachmentSlots = new array<string>;
2887
2888 GetAttachmentSlots(this, attachmentSlots);
2889 foreach (string slotName : attachmentSlots)
2890 {
2892 }
2893
2894 //check base
2895 if (!HasBase())
2896 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2897 else
2898 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2899
2900 GetConstruction().UpdateVisuals();
2901 }
2902
2903 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2904 {
2905 string slotNameMounted = slot_name + "_Mounted";
2906 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2907
2908 if (attachment)
2909 {
2910 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2911 if (barbedWire && barbedWire.IsMounted())
2912 CreateAreaDamage(slotNameMounted);
2913 else
2914 DestroyAreaDamage(slotNameMounted);
2915
2916 if (is_locked)
2917 {
2918 SetAnimationPhase(slotNameMounted, 0);
2919 SetAnimationPhase(slot_name, 1);
2920 }
2921 else
2922 {
2923 SetAnimationPhase(slotNameMounted, 1);
2924 SetAnimationPhase(slot_name, 0);
2925 }
2926 }
2927 else
2928 {
2929 SetAnimationPhase(slotNameMounted, 1);
2930 SetAnimationPhase(slot_name, 1);
2931
2932 DestroyAreaDamage(slotNameMounted);
2933 }
2934 }
2935
2936 // avoid calling this function on frequent occasions, it's a massive performance hit
2937 void UpdatePhysics()
2938 {
2940 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2941
2942 array<string> attachmentSlots = new array<string>;
2943 GetAttachmentSlots(this, attachmentSlots);
2944
2946 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2947
2948 foreach (string slotName : attachmentSlots)
2949 {
2951 }
2952
2953 //check base
2954 if (!HasBase())
2955 {
2957 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2958
2959 AddProxyPhysics(ANIMATION_DEPLOYED);
2960 }
2961 else
2962 {
2964 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2965
2966 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2967 }
2968
2969 GetConstruction().UpdatePhysics();
2970 UpdateNavmesh();
2971 }
2972
2973 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2974 {
2975 //checks for invalid appends; hotfix
2976 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2977 return;
2978 //----------------------------------
2979 string slot_name_mounted = slot_name + "_Mounted";
2980 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2981
2982 //remove proxy physics
2983 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2984 RemoveProxyPhysics( slot_name_mounted );
2985 RemoveProxyPhysics( slot_name );
2986
2987 if ( attachment )
2988 {
2989 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2990 if ( is_locked )
2991 {
2992 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2993 AddProxyPhysics( slot_name_mounted );
2994 }
2995 else
2996 {
2997 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2998 AddProxyPhysics( slot_name );
2999 }
3000 }
3001 }
3002
3003 protected void UpdateNavmesh()
3004 {
3005 SetAffectPathgraph( true, false );
3006 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3007 }
3008
3009 override bool CanUseConstruction()
3010 {
3011 return true;
3012 }
3013
3014 override bool CanUseConstructionBuild()
3015 {
3016 return true;
3017 }
3018
3019 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3020 {
3021 if ( attachment )
3022 {
3023 InventoryLocation inventory_location = new InventoryLocation;
3024 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3025
3026 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3027 }
3028
3029 return false;
3030 }
3031
3032 protected bool IsAttachmentSlotLocked( string slot_name )
3033 {
3034 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3035 }
3036
3037 //--- ATTACHMENT SLOTS
3038 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3039 {
3040 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3041 if ( g_Game.ConfigIsExisting( config_path ) )
3042 {
3043 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3044 }
3045 }
3046
3047 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3048 {
3049 return true;
3050 }
3051
3052 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3053 {
3054 return true;
3055 }
3056
3057 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3058 {
3059 return true;
3060 }
3061
3062 // --- INIT
3064 {
3065 m_Construction = new Construction(this);
3066 return m_Construction;
3067 }
3068
3070 {
3071 return m_Construction;
3072 }
3073
3075 {
3076 return Construction.Cast(m_Construction);
3077 }
3078
3080 {
3081 int attachment_count = GetInventory().AttachmentCount();
3082 if ( attachment_count > 0 )
3083 {
3084 if ( HasBase() && attachment_count == 1 )
3085 {
3086 return false;
3087 }
3088
3089 return true;
3090 }
3091
3092 return false;
3093 }
3094
3095 override bool ShowZonesHealth()
3096 {
3097 return true;
3098 }
3099
3100 override bool IsTakeable()
3101 {
3102 return false;
3103 }
3104
3105 //this into/outo parent.Cargo
3106 override bool CanPutInCargo( EntityAI parent )
3107 {
3108 return false;
3109 }
3110
3111 override bool CanRemoveFromCargo( EntityAI parent )
3112 {
3113 return false;
3114 }
3115
3116 //hands
3117 override bool CanPutIntoHands( EntityAI parent )
3118 {
3119 return false;
3120 }
3121
3122 //--- ACTION CONDITIONS
3123 //direction
3124 override bool IsFacingPlayer( PlayerBase player, string selection )
3125 {
3126 return true;
3127 }
3128
3129 override bool IsPlayerInside( PlayerBase player, string selection )
3130 {
3131 return true;
3132 }
3133
3136 {
3137 return false;
3138 }
3139
3140 //roof check
3141 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3142 {
3143 return false;
3144 }
3145
3146 //selection->player distance check
3147 bool HasProperDistance( string selection, PlayerBase player )
3148 {
3149 return true;
3150 }
3151
3152 //folding
3154 {
3155 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3156 {
3157 return false;
3158 }
3159
3160 return true;
3161 }
3162
3164 {
3167
3168 return item;
3169 }
3170
3171 //Damage triggers (barbed wire)
3172 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3173 {
3174 if ( g_Game && g_Game.IsServer() )
3175 {
3176 //destroy area damage if some already exists
3177 DestroyAreaDamage( slot_name );
3178
3179 //create new area damage
3181 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3182
3183 vector min_max[2];
3184 if ( MemoryPointExists( slot_name + "_min" ) )
3185 {
3186 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3187 }
3188 if ( MemoryPointExists( slot_name + "_max" ) )
3189 {
3190 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3191 }
3192
3193 //get proper trigger extents (min<max)
3194 vector extents[2];
3195 GetConstruction().GetTriggerExtents( min_max, extents );
3196
3197 //get box center
3198 vector center;
3199 center = GetConstruction().GetBoxCenter( min_max );
3200 center = ModelToWorld( center );
3201
3202 //rotate center if needed
3204 CalcDamageAreaRotation( rotation_angle, center, orientation );
3205
3206 areaDamage.SetExtents( extents[0], extents[1] );
3207 areaDamage.SetAreaPosition( center );
3208 areaDamage.SetAreaOrientation( orientation );
3209 areaDamage.SetLoopInterval( 1.0 );
3210 areaDamage.SetDeferDuration( 0.2 );
3211 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3212 areaDamage.SetAmmoName( "BarbedWireHit" );
3213 areaDamage.Spawn();
3214
3215 m_DamageTriggers.Insert( slot_name, areaDamage );
3216 }
3217 }
3218
3219 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3220 {
3221 if ( angle_deg != 0 )
3222 {
3223 //orientation
3224 orientation[0] = orientation[0] - angle_deg;
3225
3226 //center
3227 vector rotate_axis;
3228 if ( MemoryPointExists( "rotate_axis" ) )
3229 {
3230 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3231 }
3232 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];
3233 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];
3234 center[0] = r_center_x;
3235 center[2] = r_center_z;
3236 }
3237 }
3238
3239 void DestroyAreaDamage( string slot_name )
3240 {
3241 if (g_Game && g_Game.IsServer())
3242 {
3244 if (m_DamageTriggers.Find(slot_name, areaDamage))
3245 {
3246 if (areaDamage)
3247 {
3248 areaDamage.Destroy();
3249 }
3250
3251 m_DamageTriggers.Remove( slot_name );
3252 }
3253 }
3254 }
3255
3256 override bool IsIgnoredByConstruction()
3257 {
3258 return true;
3259 }
3260
3261 //================================================================
3262 // SOUNDS
3263 //================================================================
3264 protected void SoundBuildStart( string part_name )
3265 {
3266 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3267 }
3268
3269 protected void SoundDismantleStart( string part_name )
3270 {
3271 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3272 }
3273
3274 protected void SoundDestroyStart( string part_name )
3275 {
3276 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3277 }
3278
3279 protected string GetBuildSoundByMaterial( string part_name )
3280 {
3281 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3282
3283 switch ( material_type )
3284 {
3285 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3286 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3287 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3288 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3289 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3290 }
3291
3292 return "";
3293 }
3294
3295 protected string GetDismantleSoundByMaterial( string part_name )
3296 {
3297 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3298
3299 switch ( material_type )
3300 {
3301 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3302 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3303 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3304 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3305 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3306 }
3307
3308 return "";
3309 }
3310
3311 //misc
3312 void CheckForHybridAttachments( EntityAI item, string slot_name )
3313 {
3314 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3315 {
3316 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3317 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3318 {
3319 SetHealth(slot_name,"Health",item.GetHealth());
3320 }
3321 }
3322 }
3323
3324 override int GetDamageSystemVersionChange()
3325 {
3326 return 111;
3327 }
3328
3329 override void SetActions()
3330 {
3331 super.SetActions();
3332
3336 }
3337
3338 protected void DestroyConstructedParts()
3339 {
3340 Construction construction = GetConstruction();
3341 if (!construction)
3342 return;
3343
3344 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3345 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3346 {
3347 ConstructionPart part = constructionParts.GetElement(i);
3348 if (part && part.IsBuilt() && !part.IsUtilityPart())
3349 {
3350 construction.DestroyPartServer(null, part.GetPartName(), -1);
3351 }
3352 }
3353 }
3354
3355 protected void HandleFallingForConstructedParts()
3356 {
3357 Construction construction = GetConstruction();
3358 if (!construction)
3359 return;
3360
3361 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3362 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3363 {
3364 ConstructionPart part = constructionParts.GetElement(i);
3365 if (part && part.IsBuilt() && !part.IsUtilityPart())
3366 {
3367 construction.HandleEntityFalling(part.GetPartName());
3368 }
3369 }
3370 }
3371
3373 override void OnItemFallRebuilding()
3374 {
3375 if (!g_Game.IsServer())
3376 return;
3377
3380
3381 if (DestroyOnFall())
3382 {
3384 {
3386 }
3387 else
3388 {
3390 {
3392 }
3393 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3394 }
3395 }
3396 }
3397
3399 {
3400 if (HasAnyAttachmentsOrCargo())
3401 {
3403 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3404 }
3405 }
3406
3407 //================================================================
3408 // DEBUG
3409 //================================================================
3410
3413 {
3414 return null;
3415 }
3416
3417 override void OnDebugSpawn()
3418 {
3419 FullyBuild();
3420 }
3421
3422 void FullyBuild()
3423 {
3425 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3426
3427 Man p;
3428
3429 #ifdef SERVER
3430 array<Man> players = new array<Man>;
3431 g_Game.GetWorld().GetPlayerList(players);
3432 if (players.Count())
3433 p = players[0];
3434 #else
3435 p = g_Game.GetPlayer();
3436 #endif
3437
3438 foreach (ConstructionPart part : parts)
3439 {
3440 bool excluded = false;
3441 string partName = part.GetPartName();
3442 if (excludes)
3443 {
3444 foreach (string exclude : excludes)
3445 {
3446 if (partName.Contains(exclude))
3447 {
3448 excluded = true;
3449 break;
3450 }
3451 }
3452 }
3453
3454 if (!excluded)
3455 {
3456 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3457 }
3458 }
3459
3460 GetConstruction().UpdateVisuals();
3461 }
3462
3464 //Deprecated code playpen//
3466 [Obsolete("handled in the Construction component directly")]
3467 protected void HandleItemFalling(ConstructionPart part)
3468 {
3469 }
3470
3471 [Obsolete("handled in the Construction component directly")]
3472 protected void ItemFall(vector min, vector max)
3473 {
3474 }
3475
3476 [Obsolete("obsolete debug method")]
3477 protected void DebugCustomState()
3478 {
3479 }
3480}
3481
3482void bsbDebugPrint (string s)
3483{
3484#ifdef BSB_DEBUG
3485 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3486#else
3487 //Print("" + s); // comment/uncomment to hide/see debug logs
3488#endif
3489}
3490void bsbDebugSpam (string s)
3491{
3492#ifdef BSB_DEBUG_SPAM
3493 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3494#else
3495 //Print("" + s); // comment/uncomment to hide/see debug logs
3496#endif
3497}
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