DayZ 1.30
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◆ HandleFallingForConstructedParts()

void bsbDebugPrint::HandleFallingForConstructedParts ( )
protected

См. определение в файле BaseBuildingBase.c строка 2452

2454{
2455 const string ANIMATION_DEPLOYED = "Deployed";
2456
2457 float m_ConstructionKitHealth; //stored health value for used construction kit
2458
2459 bool m_HasBase;
2460 //variables for synchronization of base building parts (2x31 is the current limit)
2461 int m_SyncParts01; //synchronization for already built parts (31 parts)
2462 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2463 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2464 int m_InteractedPartId; //construction part id that an action was performed on
2465 int m_PerformedActionId; //action id that was performed on a construction part
2466 protected ref ConstructionBasic m_Construction;
2467
2468 //Sounds
2469 //build
2470 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2471 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2472 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2473 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2474 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2475 //dismantle
2476 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2477 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2478 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2479 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2480 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2481
2482 protected EffectSound m_Sound;
2483
2487
2488 // Constructor
2489 void BaseBuildingBase()
2490 {
2492
2493 //synchronized variables
2494 RegisterNetSyncVariableInt( "m_SyncParts01" );
2495 RegisterNetSyncVariableInt( "m_SyncParts02" );
2496 RegisterNetSyncVariableInt( "m_SyncParts03" );
2497 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2498 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2499 RegisterNetSyncVariableBool( "m_HasBase" );
2500
2501 //Construction init
2502 ConstructionInit();
2503
2504 if (ConfigIsExisting("hybridAttachments"))
2505 {
2507 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2508 }
2509 if (ConfigIsExisting("mountables"))
2510 {
2512 ConfigGetTextArray("mountables", m_Mountables);
2513 }
2514
2515 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2516 SetAllowDamage(true);
2517 }
2518
2519 override string GetInvulnerabilityTypeString()
2520 {
2521 return "disableBaseDamage";
2522 }
2523
2524 override bool CanObstruct()
2525 {
2526 return true;
2527 }
2528
2529 override int GetHideIconMask()
2530 {
2531 return EInventoryIconVisibility.HIDE_VICINITY;
2532 }
2533
2534 override void InitItemSounds()
2535 {
2536 super.InitItemSounds();
2537
2539 SoundParameters params = new SoundParameters();
2540 params.m_Loop = true;
2541
2542 if (GetFoldSoundset() != string.Empty)
2543 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2544 if (GetLoopFoldSoundset() != string.Empty)
2545 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2546 }
2547
2548 override string GetFoldSoundset()
2549 {
2550 return "putDown_FenceKit_SoundSet";
2551 }
2552
2553 override string GetLoopFoldSoundset()
2554 {
2555 return "Shelter_Site_Build_Loop_SoundSet";
2556 }
2557
2558 // --- SYNCHRONIZATION
2560 {
2561 if ( g_Game.IsServer() )
2562 {
2563 SetSynchDirty();
2564 }
2565 }
2566
2567 override void OnVariablesSynchronized()
2568 {
2569 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2570 super.OnVariablesSynchronized();
2571
2572 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2573 }
2574
2575 protected void OnSynchronizedClient()
2576 {
2577 //update parts
2579
2580 //update action on part
2582
2583 //update visuals (client)
2584 UpdateVisuals();
2585 }
2586
2587 //parts synchronization
2588 void RegisterPartForSync( int part_id )
2589 {
2590 //part_id must starts from index = 1
2591 int offset;
2592 int mask;
2593
2594 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2595 {
2596 offset = part_id - 1;
2597 mask = 1 << offset;
2598
2599 m_SyncParts01 = m_SyncParts01 | mask;
2600 }
2601 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2602 {
2603 offset = ( part_id % 32 );
2604 mask = 1 << offset;
2605
2606 m_SyncParts02 = m_SyncParts02 | mask;
2607 }
2608 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2609 {
2610 offset = ( part_id % 63 );
2611 mask = 1 << offset;
2612
2613 m_SyncParts03 = m_SyncParts03 | mask;
2614 }
2615 }
2616
2617 void UnregisterPartForSync( int part_id )
2618 {
2619 //part_id must starts from index = 1
2620 int offset;
2621 int mask;
2622
2623 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2624 {
2625 offset = part_id - 1;
2626 mask = 1 << offset;
2627
2628 m_SyncParts01 = m_SyncParts01 & ~mask;
2629 }
2630 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2631 {
2632 offset = ( part_id % 32 );
2633 mask = 1 << offset;
2634
2635 m_SyncParts02 = m_SyncParts02 & ~mask;
2636 }
2637 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2638 {
2639 offset = ( part_id % 63 );
2640 mask = 1 << offset;
2641
2642 m_SyncParts03 = m_SyncParts03 & ~mask;
2643 }
2644 }
2645
2646 bool IsPartBuildInSyncData( int part_id )
2647 {
2648 //part_id must starts from index = 1
2649 int offset;
2650 int mask;
2651
2652 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2653 {
2654 offset = part_id - 1;
2655 mask = 1 << offset;
2656
2657 if ( ( m_SyncParts01 & mask ) > 0 )
2658 {
2659 return true;
2660 }
2661 }
2662 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2663 {
2664 offset = ( part_id % 32 );
2665 mask = 1 << offset;
2666
2667 if ( ( m_SyncParts02 & mask ) > 0 )
2668 {
2669 return true;
2670 }
2671 }
2672 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2673 {
2674 offset = ( part_id % 63 );
2675 mask = 1 << offset;
2676
2677 if ( ( m_SyncParts03 & mask ) > 0 )
2678 {
2679 return true;
2680 }
2681 }
2682
2683 return false;
2684 }
2685
2686 protected void RegisterActionForSync( int part_id, int action_id )
2687 {
2688 m_InteractedPartId = part_id;
2689 m_PerformedActionId = action_id;
2690 }
2691
2692 protected void ResetActionSyncData()
2693 {
2694 //reset data
2695 m_InteractedPartId = -1;
2697 }
2698
2699 protected void SetActionFromSyncData()
2700 {
2701 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2702 {
2704 int build_action_id = m_PerformedActionId;
2705
2706 switch( build_action_id )
2707 {
2708 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2709 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2710 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2711 }
2712 }
2713 }
2714 //------
2715
2717 {
2718 string key = part.GetPartName();
2719 bool is_base = part.IsBase();
2720 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2721 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2722 if ( is_part_built_sync )
2723 {
2724 if ( !part.IsBuilt() )
2725 {
2726 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2727 GetConstruction().AddToConstructedParts( key );
2728 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2729
2730 if (is_base)
2731 {
2733 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2734 }
2735 }
2736 }
2737 else
2738 {
2739 if ( part.IsBuilt() )
2740 {
2741 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2742 GetConstruction().RemoveFromConstructedParts( key );
2743 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2744
2745 if (is_base)
2746 {
2748 AddProxyPhysics( ANIMATION_DEPLOYED );
2749 }
2750 }
2751 }
2752
2753 //check slot lock for material attachments
2754 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2755 }
2756
2757 //set construction parts based on synchronized data
2759 {
2760 Construction construction = GetConstruction();
2761 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2762
2763 for ( int i = 0; i < construction_parts.Count(); ++i )
2764 {
2765 string key = construction_parts.GetKey( i );
2766 ConstructionPart value = construction_parts.Get( key );
2767 SetPartFromSyncData(value);
2768 }
2769
2770 //regenerate navmesh
2771 UpdateNavmesh();
2772 }
2773
2774 protected ConstructionPart GetConstructionPartById( int id )
2775 {
2776 Construction construction = GetConstruction();
2777 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2778
2779 for ( int i = 0; i < construction_parts.Count(); ++i )
2780 {
2781 string key = construction_parts.GetKey( i );
2782 ConstructionPart value = construction_parts.Get( key );
2783
2784 if ( value.GetId() == id )
2785 {
2786 return value;
2787 }
2788 }
2789
2790 return NULL;
2791 }
2792 //
2793
2794 //Base
2795 bool HasBase()
2796 {
2797 return m_HasBase;
2798 }
2799
2800 void SetBaseState( bool has_base )
2801 {
2802 m_HasBase = has_base;
2803 }
2804
2805 override bool IsDeployable()
2806 {
2807 return true;
2808 }
2809
2810 bool IsOpened()
2811 {
2812 return false;
2813 }
2814
2815 //--- CONSTRUCTION KIT
2817 {
2818 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2819 if ( m_ConstructionKitHealth > 0 )
2820 {
2821 construction_kit.SetHealth( m_ConstructionKitHealth );
2822 }
2823
2824 return construction_kit;
2825 }
2826
2827 void CreateConstructionKitInHands(notnull PlayerBase player)
2828 {
2829 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2830 if ( m_ConstructionKitHealth > 0 )
2831 {
2832 construction_kit.SetHealth( m_ConstructionKitHealth );
2833 }
2834 }
2835
2836 protected vector GetKitSpawnPosition()
2837 {
2838 return GetPosition();
2839 }
2840
2841 protected string GetConstructionKitType()
2842 {
2843 return "";
2844 }
2845
2846 void DestroyConstructionKit( ItemBase construction_kit )
2847 {
2848 m_ConstructionKitHealth = construction_kit.GetHealth();
2849 g_Game.ObjectDelete( construction_kit );
2850 }
2851
2852 //--- CONSTRUCTION
2853 void DestroyConstruction()
2854 {
2855 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2856 g_Game.ObjectDelete( this );
2857 }
2858
2859 // --- EVENTS
2860 override void EEDelete(EntityAI parent)
2861 {
2862 super.EEDelete(parent);
2863
2864 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2865 {
2866 areaDamage.Destroy();
2867 }
2868
2869 }
2870
2871 override void OnStoreSave( ParamsWriteContext ctx )
2872 {
2873 super.OnStoreSave( ctx );
2874
2875 //sync parts 01
2876 ctx.Write( m_SyncParts01 );
2877 ctx.Write( m_SyncParts02 );
2878 ctx.Write( m_SyncParts03 );
2879
2880 ctx.Write( m_HasBase );
2881 }
2882
2883 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2884 {
2885 if ( !super.OnStoreLoad( ctx, version ) )
2886 return false;
2887
2888 //--- Base building data ---
2889 //Restore synced parts data
2890 if ( !ctx.Read( m_SyncParts01 ) )
2891 {
2892 m_SyncParts01 = 0; //set default
2893 return false;
2894 }
2895 if ( !ctx.Read( m_SyncParts02 ) )
2896 {
2897 m_SyncParts02 = 0; //set default
2898 return false;
2899 }
2900 if ( !ctx.Read( m_SyncParts03 ) )
2901 {
2902 m_SyncParts03 = 0; //set default
2903 return false;
2904 }
2905
2906 //has base
2907 if ( !ctx.Read( m_HasBase ) )
2908 {
2909 m_HasBase = false;
2910 return false;
2911 }
2912 //---
2913
2914 return true;
2915 }
2916
2917 override void AfterStoreLoad()
2918 {
2919 super.AfterStoreLoad();
2920
2922 {
2924 }
2925 }
2926
2928 {
2929 //update server data
2931
2932 //set base state
2933 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2934 SetBaseState( part.IsBuilt() ) ;
2935
2936 //synchronize after load
2938 }
2939
2940 override void OnCreatePhysics()
2941 {
2942 super.OnCreatePhysics();
2943
2944 ConstructionInit();
2946 }
2947
2948 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2949 {
2951 return;
2952
2953 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2954 }
2955
2956 override void EEOnAfterLoad()
2957 {
2959 {
2960 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2961 }
2962
2963 super.EEOnAfterLoad();
2964 }
2965
2966 override void EEItemAttached( EntityAI item, string slot_name )
2967 {
2968 super.EEItemAttached( item, slot_name );
2969
2970 CheckForHybridAttachments( item, slot_name );
2971 UpdateVisuals();
2972 UpdateAttachmentPhysics( slot_name, false );
2973 }
2974
2975 override void EEItemDetached( EntityAI item, string slot_name )
2976 {
2977 super.EEItemDetached( item, slot_name );
2978
2979 UpdateVisuals();
2980 UpdateAttachmentPhysics( slot_name, false );
2981 }
2982
2983 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2984 {
2985 string slot_name = InventorySlots.GetSlotName( slotId );
2986 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2987
2988 UpdateAttachmentVisuals( slot_name, locked );
2989 UpdateAttachmentPhysics( slot_name, locked );
2990 }
2991
2992 //ignore out of reach condition
2993 override bool IgnoreOutOfReachCondition()
2994 {
2995 return true;
2996 }
2997
2998 //CONSTRUCTION EVENTS
2999 //Build
3000 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
3001 {
3002 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3003
3004 //check base state
3005 if (construtionPart.IsBase())
3006 {
3007 SetBaseState(true);
3008
3009 //spawn kit
3011 }
3012
3013 //register constructed parts for synchronization
3014 RegisterPartForSync(construtionPart.GetId());
3015
3016 //register action that was performed on part
3017 RegisterActionForSync(construtionPart.GetId(), action_id);
3018
3019 //synchronize
3021
3022 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
3023
3024 UpdateNavmesh();
3025
3026 //update visuals
3027 UpdateVisuals();
3028
3029 //reset action sync data
3030 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3031 }
3032
3033 void OnPartBuiltClient(string part_name, int action_id)
3034 {
3035 //play sound
3036 SoundBuildStart( part_name );
3037 }
3038
3039 //Dismantle
3040 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
3041 {
3042 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
3043 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3044
3045 //register constructed parts for synchronization
3046 UnregisterPartForSync(construtionPart.GetId());
3047
3048 //register action that was performed on part
3049 RegisterActionForSync(construtionPart.GetId(), action_id);
3050
3051 //synchronize
3053
3054 // server part of sync, client will be synced from SetPartsFromSyncData
3055 SetPartFromSyncData(construtionPart);
3056
3057 UpdateNavmesh();
3058
3059 //update visuals
3060 UpdateVisuals();
3061
3062 //reset action sync data
3063 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3064
3065 //check base state
3066 if (construtionPart.IsBase())
3067 {
3068 //Destroy construction
3069 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3070 }
3071 }
3072
3073 void OnPartDismantledClient( string part_name, int action_id )
3074 {
3075 //play sound
3076 SoundDismantleStart( part_name );
3077 }
3078
3079 //Destroy
3080 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3081 {
3082 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3083 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3084
3085 //register constructed parts for synchronization
3086 UnregisterPartForSync(construtionPart.GetId());
3087
3088 //register action that was performed on part
3089 RegisterActionForSync(construtionPart.GetId(), action_id);
3090
3091 //synchronize
3093
3094 // server part of sync, client will be synced from SetPartsFromSyncData
3095 SetPartFromSyncData(construtionPart);
3096
3097 UpdateNavmesh();
3098
3099 //update visuals
3100 UpdateVisuals();
3101
3102 //reset action sync data
3103 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3104
3105 //check base state
3106 if (construtionPart.IsBase())
3107 {
3108 //Destroy construction
3109 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3110 }
3111 }
3112
3113 void OnPartDestroyedClient( string part_name, int action_id )
3114 {
3115 //play sound
3116 SoundDestroyStart( part_name );
3117 }
3118
3119 // --- UPDATE
3120 void InitBaseState()
3121 {
3122 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3123
3124 InitVisuals();
3125 UpdateNavmesh(); //regenerate navmesh
3126 }
3127
3128 void InitVisuals()
3129 {
3130 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3131 //check base
3132 if ( !HasBase() )
3133 {
3134 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3135 }
3136 else
3137 {
3138 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3139 }
3140
3141 GetConstruction().InitVisuals();
3142 }
3143
3144 void UpdateVisuals()
3145 {
3146 array<string> attachmentSlots = new array<string>;
3147
3148 GetAttachmentSlots(this, attachmentSlots);
3149 foreach (string slotName : attachmentSlots)
3150 {
3152 }
3153
3154 //check base
3155 if (!HasBase())
3156 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3157 else
3158 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3159
3160 GetConstruction().UpdateVisuals();
3161 }
3162
3163 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3164 {
3165 string slotNameMounted = slot_name + "_Mounted";
3166 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3167
3168 if (attachment)
3169 {
3170 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3171 if (barbedWire && barbedWire.IsMounted())
3172 CreateAreaDamage(slotNameMounted);
3173 else
3174 DestroyAreaDamage(slotNameMounted);
3175
3176 if (is_locked)
3177 {
3178 SetAnimationPhase(slotNameMounted, 0);
3179 SetAnimationPhase(slot_name, 1);
3180 }
3181 else
3182 {
3183 SetAnimationPhase(slotNameMounted, 1);
3184 SetAnimationPhase(slot_name, 0);
3185 }
3186 }
3187 else
3188 {
3189 SetAnimationPhase(slotNameMounted, 1);
3190 SetAnimationPhase(slot_name, 1);
3191
3192 DestroyAreaDamage(slotNameMounted);
3193 }
3194 }
3195
3196 // avoid calling this function on frequent occasions, it's a massive performance hit
3197 void UpdatePhysics()
3198 {
3200 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3201
3202 array<string> attachmentSlots = new array<string>;
3203 GetAttachmentSlots(this, attachmentSlots);
3204
3206 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3207
3208 foreach (string slotName : attachmentSlots)
3209 {
3211 }
3212
3213 //check base
3214 if (!HasBase())
3215 {
3217 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3218
3219 AddProxyPhysics(ANIMATION_DEPLOYED);
3220 }
3221 else
3222 {
3224 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3225
3226 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3227 }
3228
3229 GetConstruction().UpdatePhysics();
3230 UpdateNavmesh();
3231 }
3232
3233 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3234 {
3235 //checks for invalid appends; hotfix
3236 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3237 return;
3238 //----------------------------------
3239 string slot_name_mounted = slot_name + "_Mounted";
3240 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3241
3242 //remove proxy physics
3243 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3244 RemoveProxyPhysics( slot_name_mounted );
3245 RemoveProxyPhysics( slot_name );
3246
3247 if ( attachment )
3248 {
3249 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3250 if ( is_locked )
3251 {
3252 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3253 AddProxyPhysics( slot_name_mounted );
3254 }
3255 else
3256 {
3257 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3258 AddProxyPhysics( slot_name );
3259 }
3260 }
3261 }
3262
3263 protected void UpdateNavmesh()
3264 {
3265 SetAffectPathgraph( true, false );
3266 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3267 }
3268
3269 override bool CanUseConstruction()
3270 {
3271 return true;
3272 }
3273
3274 override bool CanUseConstructionBuild()
3275 {
3276 return true;
3277 }
3278
3279 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3280 {
3281 if ( attachment )
3282 {
3283 InventoryLocation inventory_location = new InventoryLocation;
3284 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3285
3286 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3287 }
3288
3289 return false;
3290 }
3291
3292 protected bool IsAttachmentSlotLocked( string slot_name )
3293 {
3294 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3295 }
3296
3297 //--- ATTACHMENT SLOTS
3298 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3299 {
3300 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3301 if ( g_Game.ConfigIsExisting( config_path ) )
3302 {
3303 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3304 }
3305 }
3306
3307 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3308 {
3309 return true;
3310 }
3311
3312 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3313 {
3314 return true;
3315 }
3316
3317 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3318 {
3319 return true;
3320 }
3321
3322 // --- INIT
3324 {
3325 m_Construction = new Construction(this);
3326 return m_Construction;
3327 }
3328
3330 {
3331 return m_Construction;
3332 }
3333
3335 {
3336 return Construction.Cast(m_Construction);
3337 }
3338
3340 {
3341 int attachment_count = GetInventory().AttachmentCount();
3342 if ( attachment_count > 0 )
3343 {
3344 if ( HasBase() && attachment_count == 1 )
3345 {
3346 return false;
3347 }
3348
3349 return true;
3350 }
3351
3352 return false;
3353 }
3354
3355 override bool ShowZonesHealth()
3356 {
3357 return true;
3358 }
3359
3360 override bool IsTakeable()
3361 {
3362 return false;
3363 }
3364
3365 //this into/outo parent.Cargo
3366 override bool CanPutInCargo( EntityAI parent )
3367 {
3368 return false;
3369 }
3370
3371 override bool CanRemoveFromCargo( EntityAI parent )
3372 {
3373 return false;
3374 }
3375
3376 //hands
3377 override bool CanPutIntoHands( EntityAI parent )
3378 {
3379 return false;
3380 }
3381
3382 //--- ACTION CONDITIONS
3383 //direction
3384 override bool IsFacingPlayer( PlayerBase player, string selection )
3385 {
3386 return true;
3387 }
3388
3389 override bool IsPlayerInside( PlayerBase player, string selection )
3390 {
3391 return true;
3392 }
3393
3396 {
3397 return false;
3398 }
3399
3400 //roof check
3401 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3402 {
3403 return false;
3404 }
3405
3406 //selection->player distance check
3407 bool HasProperDistance( string selection, PlayerBase player )
3408 {
3409 return true;
3410 }
3411
3412 //folding
3414 {
3415 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3416 {
3417 return false;
3418 }
3419
3420 return true;
3421 }
3422
3424 {
3427
3428 return item;
3429 }
3430
3431 //Damage triggers (barbed wire)
3432 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3433 {
3434 if ( g_Game && g_Game.IsServer() )
3435 {
3436 //destroy area damage if some already exists
3437 DestroyAreaDamage( slot_name );
3438
3439 //create new area damage
3441 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3442
3443 vector min_max[2];
3444 if ( MemoryPointExists( slot_name + "_min" ) )
3445 {
3446 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3447 }
3448 if ( MemoryPointExists( slot_name + "_max" ) )
3449 {
3450 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3451 }
3452
3453 //get proper trigger extents (min<max)
3454 vector extents[2];
3455 GetConstruction().GetTriggerExtents( min_max, extents );
3456
3457 //get box center
3458 vector center;
3459 center = GetConstruction().GetBoxCenter( min_max );
3460 center = ModelToWorld( center );
3461
3462 //rotate center if needed
3464 CalcDamageAreaRotation( rotation_angle, center, orientation );
3465
3466 areaDamage.SetExtents( extents[0], extents[1] );
3467 areaDamage.SetAreaPosition( center );
3468 areaDamage.SetAreaOrientation( orientation );
3469 areaDamage.SetLoopInterval( 1.0 );
3470 areaDamage.SetDeferDuration( 0.2 );
3471 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3472 areaDamage.SetAmmoName( "BarbedWireHit" );
3473 areaDamage.Spawn();
3474
3475 m_DamageTriggers.Insert( slot_name, areaDamage );
3476 }
3477 }
3478
3479 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3480 {
3481 if ( angle_deg != 0 )
3482 {
3483 //orientation
3484 orientation[0] = orientation[0] - angle_deg;
3485
3486 //center
3487 vector rotate_axis;
3488 if ( MemoryPointExists( "rotate_axis" ) )
3489 {
3490 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3491 }
3492 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];
3493 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];
3494 center[0] = r_center_x;
3495 center[2] = r_center_z;
3496 }
3497 }
3498
3499 void DestroyAreaDamage( string slot_name )
3500 {
3501 if (g_Game && g_Game.IsServer())
3502 {
3504 if (m_DamageTriggers.Find(slot_name, areaDamage))
3505 {
3506 if (areaDamage)
3507 {
3508 areaDamage.Destroy();
3509 }
3510
3511 m_DamageTriggers.Remove( slot_name );
3512 }
3513 }
3514 }
3515
3516 override bool IsIgnoredByConstruction()
3517 {
3518 return true;
3519 }
3520
3521 //================================================================
3522 // SOUNDS
3523 //================================================================
3524 protected void SoundBuildStart( string part_name )
3525 {
3526 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3527 }
3528
3529 protected void SoundDismantleStart( string part_name )
3530 {
3531 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3532 }
3533
3534 protected void SoundDestroyStart( string part_name )
3535 {
3536 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3537 }
3538
3539 protected string GetBuildSoundByMaterial( string part_name )
3540 {
3541 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3542
3543 switch ( material_type )
3544 {
3545 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3546 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3547 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3548 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3549 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3550 }
3551
3552 return "";
3553 }
3554
3555 protected string GetDismantleSoundByMaterial( string part_name )
3556 {
3557 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3558
3559 switch ( material_type )
3560 {
3561 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3562 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3563 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3564 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3565 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3566 }
3567
3568 return "";
3569 }
3570
3571 //misc
3572 void CheckForHybridAttachments( EntityAI item, string slot_name )
3573 {
3574 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3575 {
3576 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3577 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3578 {
3579 SetHealth(slot_name,"Health",item.GetHealth());
3580 }
3581 }
3582 }
3583
3584 override int GetDamageSystemVersionChange()
3585 {
3586 return 111;
3587 }
3588
3589 override void SetActions()
3590 {
3591 super.SetActions();
3592
3596 }
3597
3598 protected void DestroyConstructedParts()
3599 {
3600 Construction construction = GetConstruction();
3601 if (!construction)
3602 return;
3603
3604 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3605 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3606 {
3607 ConstructionPart part = constructionParts.GetElement(i);
3608 if (part && part.IsBuilt() && !part.IsUtilityPart())
3609 {
3610 construction.DestroyPartServer(null, part.GetPartName(), -1);
3611 }
3612 }
3613 }
3614
3615 protected void HandleFallingForConstructedParts()
3616 {
3617 Construction construction = GetConstruction();
3618 if (!construction)
3619 return;
3620
3621 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3622 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3623 {
3624 ConstructionPart part = constructionParts.GetElement(i);
3625 if (part && part.IsBuilt() && !part.IsUtilityPart())
3626 {
3627 construction.HandleEntityFalling(part.GetPartName());
3628 }
3629 }
3630 }
3631
3633 override void OnItemFallRebuilding()
3634 {
3635 if (!g_Game.IsServer())
3636 return;
3637
3640
3641 if (DestroyOnFall())
3642 {
3644 {
3646 }
3647 else
3648 {
3650 {
3652 }
3653 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3654 }
3655 }
3656 }
3657
3659 {
3660 if (HasAnyAttachmentsOrCargo())
3661 {
3663 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3664 }
3665 }
3666
3667 //================================================================
3668 // DEBUG
3669 //================================================================
3670
3673 {
3674 return null;
3675 }
3676
3677 override void OnDebugSpawn()
3678 {
3679 FullyBuild();
3680 }
3681
3682 void FullyBuild()
3683 {
3685 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3686
3687 Man p;
3688
3689 #ifdef SERVER
3690 array<Man> players = new array<Man>;
3691 g_Game.GetWorld().GetPlayerList(players);
3692 if (players.Count())
3693 p = players[0];
3694 #else
3695 p = g_Game.GetPlayer();
3696 #endif
3697
3698 foreach (ConstructionPart part : parts)
3699 {
3700 bool excluded = false;
3701 string partName = part.GetPartName();
3702 if (excludes)
3703 {
3704 foreach (string exclude : excludes)
3705 {
3706 if (partName.Contains(exclude))
3707 {
3708 excluded = true;
3709 break;
3710 }
3711 }
3712 }
3713
3714 if (!excluded)
3715 {
3716 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3717 }
3718 }
3719
3720 GetConstruction().UpdateVisuals();
3721 }
3722
3724 //Deprecated code playpen//
3726 [Obsolete("handled in the Construction component directly")]
3727 protected void HandleItemFalling(ConstructionPart part)
3728 {
3729 }
3730
3731 [Obsolete("handled in the Construction component directly")]
3732 protected void ItemFall(vector min, vector max)
3733 {
3734 }
3735
3736 [Obsolete("obsolete debug method")]
3737 protected void DebugCustomState()
3738 {
3739 }
3740}
3741
3742void bsbDebugPrint (string s)
3743{
3744#ifdef BSB_DEBUG
3745 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3746#else
3747 //Print("" + s); // comment/uncomment to hide/see debug logs
3748#endif
3749}
3750void bsbDebugSpam (string s)
3751{
3752#ifdef BSB_DEBUG_SPAM
3753 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3754#else
3755 //Print("" + s); // comment/uncomment to hide/see debug logs
3756#endif
3757}
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::OnItemFallRebuilding().