DayZ 1.30
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◆ UpdateAttachmentPhysics()

void bsbDebugPrint::UpdateAttachmentPhysics ( string slot_name,
bool is_locked )
protected

См. определение в файле BaseBuildingBase.c строка 2070

2072{
2073 const string ANIMATION_DEPLOYED = "Deployed";
2074
2075 float m_ConstructionKitHealth; //stored health value for used construction kit
2076
2077 bool m_HasBase;
2078 //variables for synchronization of base building parts (2x31 is the current limit)
2079 int m_SyncParts01; //synchronization for already built parts (31 parts)
2080 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2081 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2082 int m_InteractedPartId; //construction part id that an action was performed on
2083 int m_PerformedActionId; //action id that was performed on a construction part
2084 protected ref ConstructionBasic m_Construction;
2085
2086 //Sounds
2087 //build
2088 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2089 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2090 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2091 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2092 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2093 //dismantle
2094 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2095 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2096 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2097 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2098 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2099
2100 protected EffectSound m_Sound;
2101
2105
2106 // Constructor
2107 void BaseBuildingBase()
2108 {
2110
2111 //synchronized variables
2112 RegisterNetSyncVariableInt( "m_SyncParts01" );
2113 RegisterNetSyncVariableInt( "m_SyncParts02" );
2114 RegisterNetSyncVariableInt( "m_SyncParts03" );
2115 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2116 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2117 RegisterNetSyncVariableBool( "m_HasBase" );
2118
2119 //Construction init
2120 ConstructionInit();
2121
2122 if (ConfigIsExisting("hybridAttachments"))
2123 {
2125 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2126 }
2127 if (ConfigIsExisting("mountables"))
2128 {
2130 ConfigGetTextArray("mountables", m_Mountables);
2131 }
2132
2133 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2134 SetAllowDamage(true);
2135 }
2136
2137 override string GetInvulnerabilityTypeString()
2138 {
2139 return "disableBaseDamage";
2140 }
2141
2142 override bool CanObstruct()
2143 {
2144 return true;
2145 }
2146
2147 override int GetHideIconMask()
2148 {
2149 return EInventoryIconVisibility.HIDE_VICINITY;
2150 }
2151
2152 override void InitItemSounds()
2153 {
2154 super.InitItemSounds();
2155
2157 SoundParameters params = new SoundParameters();
2158 params.m_Loop = true;
2159
2160 if (GetFoldSoundset() != string.Empty)
2161 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2162 if (GetLoopFoldSoundset() != string.Empty)
2163 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2164 }
2165
2166 override string GetFoldSoundset()
2167 {
2168 return "putDown_FenceKit_SoundSet";
2169 }
2170
2171 override string GetLoopFoldSoundset()
2172 {
2173 return "Shelter_Site_Build_Loop_SoundSet";
2174 }
2175
2176 // --- SYNCHRONIZATION
2178 {
2179 if ( g_Game.IsServer() )
2180 {
2181 SetSynchDirty();
2182 }
2183 }
2184
2185 override void OnVariablesSynchronized()
2186 {
2187 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2188 super.OnVariablesSynchronized();
2189
2190 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2191 }
2192
2193 protected void OnSynchronizedClient()
2194 {
2195 //update parts
2197
2198 //update action on part
2200
2201 //update visuals (client)
2202 UpdateVisuals();
2203 }
2204
2205 //parts synchronization
2206 void RegisterPartForSync( int part_id )
2207 {
2208 //part_id must starts from index = 1
2209 int offset;
2210 int mask;
2211
2212 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2213 {
2214 offset = part_id - 1;
2215 mask = 1 << offset;
2216
2217 m_SyncParts01 = m_SyncParts01 | mask;
2218 }
2219 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2220 {
2221 offset = ( part_id % 32 );
2222 mask = 1 << offset;
2223
2224 m_SyncParts02 = m_SyncParts02 | mask;
2225 }
2226 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2227 {
2228 offset = ( part_id % 63 );
2229 mask = 1 << offset;
2230
2231 m_SyncParts03 = m_SyncParts03 | mask;
2232 }
2233 }
2234
2235 void UnregisterPartForSync( int part_id )
2236 {
2237 //part_id must starts from index = 1
2238 int offset;
2239 int mask;
2240
2241 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2242 {
2243 offset = part_id - 1;
2244 mask = 1 << offset;
2245
2246 m_SyncParts01 = m_SyncParts01 & ~mask;
2247 }
2248 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2249 {
2250 offset = ( part_id % 32 );
2251 mask = 1 << offset;
2252
2253 m_SyncParts02 = m_SyncParts02 & ~mask;
2254 }
2255 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2256 {
2257 offset = ( part_id % 63 );
2258 mask = 1 << offset;
2259
2260 m_SyncParts03 = m_SyncParts03 & ~mask;
2261 }
2262 }
2263
2264 bool IsPartBuildInSyncData( int part_id )
2265 {
2266 //part_id must starts from index = 1
2267 int offset;
2268 int mask;
2269
2270 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2271 {
2272 offset = part_id - 1;
2273 mask = 1 << offset;
2274
2275 if ( ( m_SyncParts01 & mask ) > 0 )
2276 {
2277 return true;
2278 }
2279 }
2280 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2281 {
2282 offset = ( part_id % 32 );
2283 mask = 1 << offset;
2284
2285 if ( ( m_SyncParts02 & mask ) > 0 )
2286 {
2287 return true;
2288 }
2289 }
2290 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2291 {
2292 offset = ( part_id % 63 );
2293 mask = 1 << offset;
2294
2295 if ( ( m_SyncParts03 & mask ) > 0 )
2296 {
2297 return true;
2298 }
2299 }
2300
2301 return false;
2302 }
2303
2304 protected void RegisterActionForSync( int part_id, int action_id )
2305 {
2306 m_InteractedPartId = part_id;
2307 m_PerformedActionId = action_id;
2308 }
2309
2310 protected void ResetActionSyncData()
2311 {
2312 //reset data
2313 m_InteractedPartId = -1;
2315 }
2316
2317 protected void SetActionFromSyncData()
2318 {
2319 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2320 {
2322 int build_action_id = m_PerformedActionId;
2323
2324 switch( build_action_id )
2325 {
2326 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2327 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2328 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2329 }
2330 }
2331 }
2332 //------
2333
2335 {
2336 string key = part.GetPartName();
2337 bool is_base = part.IsBase();
2338 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2339 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2340 if ( is_part_built_sync )
2341 {
2342 if ( !part.IsBuilt() )
2343 {
2344 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2345 GetConstruction().AddToConstructedParts( key );
2346 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2347
2348 if (is_base)
2349 {
2351 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2352 }
2353 }
2354 }
2355 else
2356 {
2357 if ( part.IsBuilt() )
2358 {
2359 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2360 GetConstruction().RemoveFromConstructedParts( key );
2361 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2362
2363 if (is_base)
2364 {
2366 AddProxyPhysics( ANIMATION_DEPLOYED );
2367 }
2368 }
2369 }
2370
2371 //check slot lock for material attachments
2372 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2373 }
2374
2375 //set construction parts based on synchronized data
2377 {
2378 Construction construction = GetConstruction();
2379 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2380
2381 for ( int i = 0; i < construction_parts.Count(); ++i )
2382 {
2383 string key = construction_parts.GetKey( i );
2384 ConstructionPart value = construction_parts.Get( key );
2385 SetPartFromSyncData(value);
2386 }
2387
2388 //regenerate navmesh
2389 UpdateNavmesh();
2390 }
2391
2392 protected ConstructionPart GetConstructionPartById( int id )
2393 {
2394 Construction construction = GetConstruction();
2395 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2396
2397 for ( int i = 0; i < construction_parts.Count(); ++i )
2398 {
2399 string key = construction_parts.GetKey( i );
2400 ConstructionPart value = construction_parts.Get( key );
2401
2402 if ( value.GetId() == id )
2403 {
2404 return value;
2405 }
2406 }
2407
2408 return NULL;
2409 }
2410 //
2411
2412 //Base
2413 bool HasBase()
2414 {
2415 return m_HasBase;
2416 }
2417
2418 void SetBaseState( bool has_base )
2419 {
2420 m_HasBase = has_base;
2421 }
2422
2423 override bool IsDeployable()
2424 {
2425 return true;
2426 }
2427
2428 bool IsOpened()
2429 {
2430 return false;
2431 }
2432
2433 //--- CONSTRUCTION KIT
2435 {
2436 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2437 if ( m_ConstructionKitHealth > 0 )
2438 {
2439 construction_kit.SetHealth( m_ConstructionKitHealth );
2440 }
2441
2442 return construction_kit;
2443 }
2444
2445 void CreateConstructionKitInHands(notnull PlayerBase player)
2446 {
2447 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2448 if ( m_ConstructionKitHealth > 0 )
2449 {
2450 construction_kit.SetHealth( m_ConstructionKitHealth );
2451 }
2452 }
2453
2454 protected vector GetKitSpawnPosition()
2455 {
2456 return GetPosition();
2457 }
2458
2459 protected string GetConstructionKitType()
2460 {
2461 return "";
2462 }
2463
2464 void DestroyConstructionKit( ItemBase construction_kit )
2465 {
2466 m_ConstructionKitHealth = construction_kit.GetHealth();
2467 g_Game.ObjectDelete( construction_kit );
2468 }
2469
2470 //--- CONSTRUCTION
2471 void DestroyConstruction()
2472 {
2473 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2474 g_Game.ObjectDelete( this );
2475 }
2476
2477 // --- EVENTS
2478 override void EEDelete(EntityAI parent)
2479 {
2480 super.EEDelete(parent);
2481
2482 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2483 {
2484 areaDamage.Destroy();
2485 }
2486
2487 }
2488
2489 override void OnStoreSave( ParamsWriteContext ctx )
2490 {
2491 super.OnStoreSave( ctx );
2492
2493 //sync parts 01
2494 ctx.Write( m_SyncParts01 );
2495 ctx.Write( m_SyncParts02 );
2496 ctx.Write( m_SyncParts03 );
2497
2498 ctx.Write( m_HasBase );
2499 }
2500
2501 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2502 {
2503 if ( !super.OnStoreLoad( ctx, version ) )
2504 return false;
2505
2506 //--- Base building data ---
2507 //Restore synced parts data
2508 if ( !ctx.Read( m_SyncParts01 ) )
2509 {
2510 m_SyncParts01 = 0; //set default
2511 return false;
2512 }
2513 if ( !ctx.Read( m_SyncParts02 ) )
2514 {
2515 m_SyncParts02 = 0; //set default
2516 return false;
2517 }
2518 if ( !ctx.Read( m_SyncParts03 ) )
2519 {
2520 m_SyncParts03 = 0; //set default
2521 return false;
2522 }
2523
2524 //has base
2525 if ( !ctx.Read( m_HasBase ) )
2526 {
2527 m_HasBase = false;
2528 return false;
2529 }
2530 //---
2531
2532 return true;
2533 }
2534
2535 override void AfterStoreLoad()
2536 {
2537 super.AfterStoreLoad();
2538
2540 {
2542 }
2543 }
2544
2546 {
2547 //update server data
2549
2550 //set base state
2551 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2552 SetBaseState( part.IsBuilt() ) ;
2553
2554 //synchronize after load
2556 }
2557
2558 override void OnCreatePhysics()
2559 {
2560 super.OnCreatePhysics();
2561
2562 ConstructionInit();
2564 }
2565
2566 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2567 {
2569 return;
2570
2571 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2572 }
2573
2574 override void EEOnAfterLoad()
2575 {
2577 {
2578 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2579 }
2580
2581 super.EEOnAfterLoad();
2582 }
2583
2584 override void EEItemAttached( EntityAI item, string slot_name )
2585 {
2586 super.EEItemAttached( item, slot_name );
2587
2588 CheckForHybridAttachments( item, slot_name );
2589 UpdateVisuals();
2590 UpdateAttachmentPhysics( slot_name, false );
2591 }
2592
2593 override void EEItemDetached( EntityAI item, string slot_name )
2594 {
2595 super.EEItemDetached( item, slot_name );
2596
2597 UpdateVisuals();
2598 UpdateAttachmentPhysics( slot_name, false );
2599 }
2600
2601 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2602 {
2603 string slot_name = InventorySlots.GetSlotName( slotId );
2604 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2605
2606 UpdateAttachmentVisuals( slot_name, locked );
2607 UpdateAttachmentPhysics( slot_name, locked );
2608 }
2609
2610 //ignore out of reach condition
2611 override bool IgnoreOutOfReachCondition()
2612 {
2613 return true;
2614 }
2615
2616 //CONSTRUCTION EVENTS
2617 //Build
2618 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2619 {
2620 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2621
2622 //check base state
2623 if (construtionPart.IsBase())
2624 {
2625 SetBaseState(true);
2626
2627 //spawn kit
2629 }
2630
2631 //register constructed parts for synchronization
2632 RegisterPartForSync(construtionPart.GetId());
2633
2634 //register action that was performed on part
2635 RegisterActionForSync(construtionPart.GetId(), action_id);
2636
2637 //synchronize
2639
2640 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2641
2642 UpdateNavmesh();
2643
2644 //update visuals
2645 UpdateVisuals();
2646
2647 //reset action sync data
2648 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2649 }
2650
2651 void OnPartBuiltClient(string part_name, int action_id)
2652 {
2653 //play sound
2654 SoundBuildStart( part_name );
2655 }
2656
2657 //Dismantle
2658 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2659 {
2660 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2661 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2662
2663 //register constructed parts for synchronization
2664 UnregisterPartForSync(construtionPart.GetId());
2665
2666 //register action that was performed on part
2667 RegisterActionForSync(construtionPart.GetId(), action_id);
2668
2669 //synchronize
2671
2672 // server part of sync, client will be synced from SetPartsFromSyncData
2673 SetPartFromSyncData(construtionPart);
2674
2675 UpdateNavmesh();
2676
2677 //update visuals
2678 UpdateVisuals();
2679
2680 //reset action sync data
2681 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2682
2683 //check base state
2684 if (construtionPart.IsBase())
2685 {
2686 //Destroy construction
2687 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2688 }
2689 }
2690
2691 void OnPartDismantledClient( string part_name, int action_id )
2692 {
2693 //play sound
2694 SoundDismantleStart( part_name );
2695 }
2696
2697 //Destroy
2698 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
2699 {
2700 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
2701 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2702
2703 //register constructed parts for synchronization
2704 UnregisterPartForSync(construtionPart.GetId());
2705
2706 //register action that was performed on part
2707 RegisterActionForSync(construtionPart.GetId(), action_id);
2708
2709 //synchronize
2711
2712 // server part of sync, client will be synced from SetPartsFromSyncData
2713 SetPartFromSyncData(construtionPart);
2714
2715 UpdateNavmesh();
2716
2717 //update visuals
2718 UpdateVisuals();
2719
2720 //reset action sync data
2721 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2722
2723 //check base state
2724 if (construtionPart.IsBase())
2725 {
2726 //Destroy construction
2727 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2728 }
2729 }
2730
2731 void OnPartDestroyedClient( string part_name, int action_id )
2732 {
2733 //play sound
2734 SoundDestroyStart( part_name );
2735 }
2736
2737 // --- UPDATE
2738 void InitBaseState()
2739 {
2740 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
2741
2742 InitVisuals();
2743 UpdateNavmesh(); //regenerate navmesh
2744 }
2745
2746 void InitVisuals()
2747 {
2748 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
2749 //check base
2750 if ( !HasBase() )
2751 {
2752 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
2753 }
2754 else
2755 {
2756 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
2757 }
2758
2759 GetConstruction().InitVisuals();
2760 }
2761
2762 void UpdateVisuals()
2763 {
2764 array<string> attachmentSlots = new array<string>;
2765
2766 GetAttachmentSlots(this, attachmentSlots);
2767 foreach (string slotName : attachmentSlots)
2768 {
2770 }
2771
2772 //check base
2773 if (!HasBase())
2774 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
2775 else
2776 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
2777
2778 GetConstruction().UpdateVisuals();
2779 }
2780
2781 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
2782 {
2783 string slotNameMounted = slot_name + "_Mounted";
2784 EntityAI attachment = FindAttachmentBySlotName(slot_name);
2785
2786 if (attachment)
2787 {
2788 BarbedWire barbedWire = BarbedWire.Cast(attachment);
2789 if (barbedWire && barbedWire.IsMounted())
2790 CreateAreaDamage(slotNameMounted);
2791 else
2792 DestroyAreaDamage(slotNameMounted);
2793
2794 if (is_locked)
2795 {
2796 SetAnimationPhase(slotNameMounted, 0);
2797 SetAnimationPhase(slot_name, 1);
2798 }
2799 else
2800 {
2801 SetAnimationPhase(slotNameMounted, 1);
2802 SetAnimationPhase(slot_name, 0);
2803 }
2804 }
2805 else
2806 {
2807 SetAnimationPhase(slotNameMounted, 1);
2808 SetAnimationPhase(slot_name, 1);
2809
2810 DestroyAreaDamage(slotNameMounted);
2811 }
2812 }
2813
2814 // avoid calling this function on frequent occasions, it's a massive performance hit
2815 void UpdatePhysics()
2816 {
2818 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
2819
2820 array<string> attachmentSlots = new array<string>;
2821 GetAttachmentSlots(this, attachmentSlots);
2822
2824 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
2825
2826 foreach (string slotName : attachmentSlots)
2827 {
2829 }
2830
2831 //check base
2832 if (!HasBase())
2833 {
2835 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
2836
2837 AddProxyPhysics(ANIMATION_DEPLOYED);
2838 }
2839 else
2840 {
2842 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
2843
2844 RemoveProxyPhysics(ANIMATION_DEPLOYED);
2845 }
2846
2847 GetConstruction().UpdatePhysics();
2848 UpdateNavmesh();
2849 }
2850
2851 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
2852 {
2853 //checks for invalid appends; hotfix
2854 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
2855 return;
2856 //----------------------------------
2857 string slot_name_mounted = slot_name + "_Mounted";
2858 EntityAI attachment = FindAttachmentBySlotName( slot_name );
2859
2860 //remove proxy physics
2861 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
2862 RemoveProxyPhysics( slot_name_mounted );
2863 RemoveProxyPhysics( slot_name );
2864
2865 if ( attachment )
2866 {
2867 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
2868 if ( is_locked )
2869 {
2870 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
2871 AddProxyPhysics( slot_name_mounted );
2872 }
2873 else
2874 {
2875 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
2876 AddProxyPhysics( slot_name );
2877 }
2878 }
2879 }
2880
2881 protected void UpdateNavmesh()
2882 {
2883 SetAffectPathgraph( true, false );
2884 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
2885 }
2886
2887 override bool CanUseConstruction()
2888 {
2889 return true;
2890 }
2891
2892 override bool CanUseConstructionBuild()
2893 {
2894 return true;
2895 }
2896
2897 protected bool IsAttachmentSlotLocked( EntityAI attachment )
2898 {
2899 if ( attachment )
2900 {
2901 InventoryLocation inventory_location = new InventoryLocation;
2902 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
2903
2904 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
2905 }
2906
2907 return false;
2908 }
2909
2910 protected bool IsAttachmentSlotLocked( string slot_name )
2911 {
2912 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
2913 }
2914
2915 //--- ATTACHMENT SLOTS
2916 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
2917 {
2918 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
2919 if ( g_Game.ConfigIsExisting( config_path ) )
2920 {
2921 g_Game.ConfigGetTextArray( config_path, attachment_slots );
2922 }
2923 }
2924
2925 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
2926 {
2927 return true;
2928 }
2929
2930 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
2931 {
2932 return true;
2933 }
2934
2935 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
2936 {
2937 return true;
2938 }
2939
2940 // --- INIT
2942 {
2943 m_Construction = new Construction(this);
2944 return m_Construction;
2945 }
2946
2948 {
2949 return m_Construction;
2950 }
2951
2953 {
2954 return Construction.Cast(m_Construction);
2955 }
2956
2958 {
2959 int attachment_count = GetInventory().AttachmentCount();
2960 if ( attachment_count > 0 )
2961 {
2962 if ( HasBase() && attachment_count == 1 )
2963 {
2964 return false;
2965 }
2966
2967 return true;
2968 }
2969
2970 return false;
2971 }
2972
2973 override bool ShowZonesHealth()
2974 {
2975 return true;
2976 }
2977
2978 override bool IsTakeable()
2979 {
2980 return false;
2981 }
2982
2983 //this into/outo parent.Cargo
2984 override bool CanPutInCargo( EntityAI parent )
2985 {
2986 return false;
2987 }
2988
2989 override bool CanRemoveFromCargo( EntityAI parent )
2990 {
2991 return false;
2992 }
2993
2994 //hands
2995 override bool CanPutIntoHands( EntityAI parent )
2996 {
2997 return false;
2998 }
2999
3000 //--- ACTION CONDITIONS
3001 //direction
3002 override bool IsFacingPlayer( PlayerBase player, string selection )
3003 {
3004 return true;
3005 }
3006
3007 override bool IsPlayerInside( PlayerBase player, string selection )
3008 {
3009 return true;
3010 }
3011
3014 {
3015 return false;
3016 }
3017
3018 //roof check
3019 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3020 {
3021 return false;
3022 }
3023
3024 //selection->player distance check
3025 bool HasProperDistance( string selection, PlayerBase player )
3026 {
3027 return true;
3028 }
3029
3030 //folding
3032 {
3033 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3034 {
3035 return false;
3036 }
3037
3038 return true;
3039 }
3040
3042 {
3045
3046 return item;
3047 }
3048
3049 //Damage triggers (barbed wire)
3050 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3051 {
3052 if ( g_Game && g_Game.IsServer() )
3053 {
3054 //destroy area damage if some already exists
3055 DestroyAreaDamage( slot_name );
3056
3057 //create new area damage
3059 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3060
3061 vector min_max[2];
3062 if ( MemoryPointExists( slot_name + "_min" ) )
3063 {
3064 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3065 }
3066 if ( MemoryPointExists( slot_name + "_max" ) )
3067 {
3068 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3069 }
3070
3071 //get proper trigger extents (min<max)
3072 vector extents[2];
3073 GetConstruction().GetTriggerExtents( min_max, extents );
3074
3075 //get box center
3076 vector center;
3077 center = GetConstruction().GetBoxCenter( min_max );
3078 center = ModelToWorld( center );
3079
3080 //rotate center if needed
3082 CalcDamageAreaRotation( rotation_angle, center, orientation );
3083
3084 areaDamage.SetExtents( extents[0], extents[1] );
3085 areaDamage.SetAreaPosition( center );
3086 areaDamage.SetAreaOrientation( orientation );
3087 areaDamage.SetLoopInterval( 1.0 );
3088 areaDamage.SetDeferDuration( 0.2 );
3089 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3090 areaDamage.SetAmmoName( "BarbedWireHit" );
3091 areaDamage.Spawn();
3092
3093 m_DamageTriggers.Insert( slot_name, areaDamage );
3094 }
3095 }
3096
3097 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3098 {
3099 if ( angle_deg != 0 )
3100 {
3101 //orientation
3102 orientation[0] = orientation[0] - angle_deg;
3103
3104 //center
3105 vector rotate_axis;
3106 if ( MemoryPointExists( "rotate_axis" ) )
3107 {
3108 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3109 }
3110 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];
3111 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];
3112 center[0] = r_center_x;
3113 center[2] = r_center_z;
3114 }
3115 }
3116
3117 void DestroyAreaDamage( string slot_name )
3118 {
3119 if (g_Game && g_Game.IsServer())
3120 {
3122 if (m_DamageTriggers.Find(slot_name, areaDamage))
3123 {
3124 if (areaDamage)
3125 {
3126 areaDamage.Destroy();
3127 }
3128
3129 m_DamageTriggers.Remove( slot_name );
3130 }
3131 }
3132 }
3133
3134 override bool IsIgnoredByConstruction()
3135 {
3136 return true;
3137 }
3138
3139 //================================================================
3140 // SOUNDS
3141 //================================================================
3142 protected void SoundBuildStart( string part_name )
3143 {
3144 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3145 }
3146
3147 protected void SoundDismantleStart( string part_name )
3148 {
3149 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3150 }
3151
3152 protected void SoundDestroyStart( string part_name )
3153 {
3154 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3155 }
3156
3157 protected string GetBuildSoundByMaterial( string part_name )
3158 {
3159 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3160
3161 switch ( material_type )
3162 {
3163 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3164 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3165 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3166 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3167 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3168 }
3169
3170 return "";
3171 }
3172
3173 protected string GetDismantleSoundByMaterial( string part_name )
3174 {
3175 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3176
3177 switch ( material_type )
3178 {
3179 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3180 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3181 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3182 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3183 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3184 }
3185
3186 return "";
3187 }
3188
3189 //misc
3190 void CheckForHybridAttachments( EntityAI item, string slot_name )
3191 {
3192 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3193 {
3194 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3195 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3196 {
3197 SetHealth(slot_name,"Health",item.GetHealth());
3198 }
3199 }
3200 }
3201
3202 override int GetDamageSystemVersionChange()
3203 {
3204 return 111;
3205 }
3206
3207 override void SetActions()
3208 {
3209 super.SetActions();
3210
3214 }
3215
3216 protected void DestroyConstructedParts()
3217 {
3218 Construction construction = GetConstruction();
3219 if (!construction)
3220 return;
3221
3222 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3223 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3224 {
3225 ConstructionPart part = constructionParts.GetElement(i);
3226 if (part && part.IsBuilt() && !part.IsUtilityPart())
3227 {
3228 construction.DestroyPartServer(null, part.GetPartName(), -1);
3229 }
3230 }
3231 }
3232
3233 protected void HandleFallingForConstructedParts()
3234 {
3235 Construction construction = GetConstruction();
3236 if (!construction)
3237 return;
3238
3239 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3240 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3241 {
3242 ConstructionPart part = constructionParts.GetElement(i);
3243 if (part && part.IsBuilt() && !part.IsUtilityPart())
3244 {
3245 construction.HandleEntityFalling(part.GetPartName());
3246 }
3247 }
3248 }
3249
3251 override void OnItemFallRebuilding()
3252 {
3253 if (!g_Game.IsServer())
3254 return;
3255
3258
3259 if (DestroyOnFall())
3260 {
3262 {
3264 }
3265 else
3266 {
3268 {
3270 }
3271 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3272 }
3273 }
3274 }
3275
3277 {
3278 if (HasAnyAttachmentsOrCargo())
3279 {
3281 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3282 }
3283 }
3284
3285 //================================================================
3286 // DEBUG
3287 //================================================================
3288
3291 {
3292 return null;
3293 }
3294
3295 override void OnDebugSpawn()
3296 {
3297 FullyBuild();
3298 }
3299
3300 void FullyBuild()
3301 {
3303 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3304
3305 Man p;
3306
3307 #ifdef SERVER
3308 array<Man> players = new array<Man>;
3309 g_Game.GetWorld().GetPlayerList(players);
3310 if (players.Count())
3311 p = players[0];
3312 #else
3313 p = g_Game.GetPlayer();
3314 #endif
3315
3316 foreach (ConstructionPart part : parts)
3317 {
3318 bool excluded = false;
3319 string partName = part.GetPartName();
3320 if (excludes)
3321 {
3322 foreach (string exclude : excludes)
3323 {
3324 if (partName.Contains(exclude))
3325 {
3326 excluded = true;
3327 break;
3328 }
3329 }
3330 }
3331
3332 if (!excluded)
3333 {
3334 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3335 }
3336 }
3337
3338 GetConstruction().UpdateVisuals();
3339 }
3340
3342 //Deprecated code playpen//
3344 [Obsolete("handled in the Construction component directly")]
3345 protected void HandleItemFalling(ConstructionPart part)
3346 {
3347 }
3348
3349 [Obsolete("handled in the Construction component directly")]
3350 protected void ItemFall(vector min, vector max)
3351 {
3352 }
3353
3354 [Obsolete("obsolete debug method")]
3355 protected void DebugCustomState()
3356 {
3357 }
3358}
3359
3360void bsbDebugPrint (string s)
3361{
3362#ifdef BSB_DEBUG
3363 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3364#else
3365 //Print("" + s); // comment/uncomment to hide/see debug logs
3366#endif
3367}
3368void bsbDebugSpam (string s)
3369{
3370#ifdef BSB_DEBUG_SPAM
3371 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3372#else
3373 //Print("" + s); // comment/uncomment to hide/see debug logs
3374#endif
3375}
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

Используется в ItemBase::EEItemAttached(), ItemBase::EEItemDetached(), ItemBase::OnSetSlotLock() и ItemBase::UpdatePhysics().