DayZ 1.30
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◆ GetBuildSoundByMaterial()

string bsbDebugPrint::GetBuildSoundByMaterial ( string part_name)
protected

См. определение в файле BaseBuildingBase.c строка 2376

2378{
2379 const string ANIMATION_DEPLOYED = "Deployed";
2380
2381 float m_ConstructionKitHealth; //stored health value for used construction kit
2382
2383 bool m_HasBase;
2384 //variables for synchronization of base building parts (2x31 is the current limit)
2385 int m_SyncParts01; //synchronization for already built parts (31 parts)
2386 int m_SyncParts02; //synchronization for already built parts (+31 parts)
2387 int m_SyncParts03; //synchronization for already built parts (+31 parts)
2388 int m_InteractedPartId; //construction part id that an action was performed on
2389 int m_PerformedActionId; //action id that was performed on a construction part
2390 protected ref ConstructionBasic m_Construction;
2391
2392 //Sounds
2393 //build
2394 const string SOUND_BUILD_WOOD_LOG = "putDown_WoodLog_SoundSet";
2395 const string SOUND_BUILD_WOOD_PLANK = "putDown_WoodPlank_SoundSet";
2396 const string SOUND_BUILD_WOOD_STAIRS = "putDown_WoodStairs_SoundSet";
2397 const string SOUND_BUILD_METAL = "putDown_MetalPlank_SoundSet";
2398 const string SOUND_BUILD_WIRE = "putDown_BarbedWire_SoundSet";
2399 //dismantle
2400 const string SOUND_DISMANTLE_WOOD_LOG = "Crash_WoodPlank_SoundSet";
2401 const string SOUND_DISMANTLE_WOOD_PLANK = "Crash_WoodPlank_SoundSet";
2402 const string SOUND_DISMANTLE_WOOD_STAIRS = "Crash_WoodPlank_SoundSet";
2403 const string SOUND_DISMANTLE_METAL = "Crash_MetalPlank_SoundSet";
2404 const string SOUND_DISMANTLE_WIRE = "putDown_BarbedWire_SoundSet";
2405
2406 protected EffectSound m_Sound;
2407
2411
2412 // Constructor
2413 void BaseBuildingBase()
2414 {
2416
2417 //synchronized variables
2418 RegisterNetSyncVariableInt( "m_SyncParts01" );
2419 RegisterNetSyncVariableInt( "m_SyncParts02" );
2420 RegisterNetSyncVariableInt( "m_SyncParts03" );
2421 RegisterNetSyncVariableInt( "m_InteractedPartId" );
2422 RegisterNetSyncVariableInt( "m_PerformedActionId" );
2423 RegisterNetSyncVariableBool( "m_HasBase" );
2424
2425 //Construction init
2426 ConstructionInit();
2427
2428 if (ConfigIsExisting("hybridAttachments"))
2429 {
2431 ConfigGetTextArray("hybridAttachments", m_HybridAttachments);
2432 }
2433 if (ConfigIsExisting("mountables"))
2434 {
2436 ConfigGetTextArray("mountables", m_Mountables);
2437 }
2438
2439 ProcessInvulnerabilityCheck(GetInvulnerabilityTypeString());
2440 SetAllowDamage(true);
2441 }
2442
2443 override string GetInvulnerabilityTypeString()
2444 {
2445 return "disableBaseDamage";
2446 }
2447
2448 override bool CanObstruct()
2449 {
2450 return true;
2451 }
2452
2453 override int GetHideIconMask()
2454 {
2455 return EInventoryIconVisibility.HIDE_VICINITY;
2456 }
2457
2458 override void InitItemSounds()
2459 {
2460 super.InitItemSounds();
2461
2463 SoundParameters params = new SoundParameters();
2464 params.m_Loop = true;
2465
2466 if (GetFoldSoundset() != string.Empty)
2467 handler.AddSound(SoundConstants.ITEM_FOLD, GetFoldSoundset());
2468 if (GetLoopFoldSoundset() != string.Empty)
2469 handler.AddSound(SoundConstants.ITEM_FOLD_LOOP, GetLoopFoldSoundset(), params);
2470 }
2471
2472 override string GetFoldSoundset()
2473 {
2474 return "putDown_FenceKit_SoundSet";
2475 }
2476
2477 override string GetLoopFoldSoundset()
2478 {
2479 return "Shelter_Site_Build_Loop_SoundSet";
2480 }
2481
2482 // --- SYNCHRONIZATION
2484 {
2485 if ( g_Game.IsServer() )
2486 {
2487 SetSynchDirty();
2488 }
2489 }
2490
2491 override void OnVariablesSynchronized()
2492 {
2493 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnVariablesSynchronized");
2494 super.OnVariablesSynchronized();
2495
2496 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( OnSynchronizedClient, 100, false );
2497 }
2498
2499 protected void OnSynchronizedClient()
2500 {
2501 //update parts
2503
2504 //update action on part
2506
2507 //update visuals (client)
2508 UpdateVisuals();
2509 }
2510
2511 //parts synchronization
2512 void RegisterPartForSync( int part_id )
2513 {
2514 //part_id must starts from index = 1
2515 int offset;
2516 int mask;
2517
2518 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2519 {
2520 offset = part_id - 1;
2521 mask = 1 << offset;
2522
2523 m_SyncParts01 = m_SyncParts01 | mask;
2524 }
2525 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2526 {
2527 offset = ( part_id % 32 );
2528 mask = 1 << offset;
2529
2530 m_SyncParts02 = m_SyncParts02 | mask;
2531 }
2532 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2533 {
2534 offset = ( part_id % 63 );
2535 mask = 1 << offset;
2536
2537 m_SyncParts03 = m_SyncParts03 | mask;
2538 }
2539 }
2540
2541 void UnregisterPartForSync( int part_id )
2542 {
2543 //part_id must starts from index = 1
2544 int offset;
2545 int mask;
2546
2547 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2548 {
2549 offset = part_id - 1;
2550 mask = 1 << offset;
2551
2552 m_SyncParts01 = m_SyncParts01 & ~mask;
2553 }
2554 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2555 {
2556 offset = ( part_id % 32 );
2557 mask = 1 << offset;
2558
2559 m_SyncParts02 = m_SyncParts02 & ~mask;
2560 }
2561 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2562 {
2563 offset = ( part_id % 63 );
2564 mask = 1 << offset;
2565
2566 m_SyncParts03 = m_SyncParts03 & ~mask;
2567 }
2568 }
2569
2570 bool IsPartBuildInSyncData( int part_id )
2571 {
2572 //part_id must starts from index = 1
2573 int offset;
2574 int mask;
2575
2576 if ( part_id >= 1 && part_id <= 31 ) //<1,31> (31 parts)
2577 {
2578 offset = part_id - 1;
2579 mask = 1 << offset;
2580
2581 if ( ( m_SyncParts01 & mask ) > 0 )
2582 {
2583 return true;
2584 }
2585 }
2586 else if ( part_id >= 32 && part_id <= 62 ) //<32,62> (31 parts)
2587 {
2588 offset = ( part_id % 32 );
2589 mask = 1 << offset;
2590
2591 if ( ( m_SyncParts02 & mask ) > 0 )
2592 {
2593 return true;
2594 }
2595 }
2596 else if ( part_id >= 63 && part_id <= 93 ) //<63,93> (31 parts)
2597 {
2598 offset = ( part_id % 63 );
2599 mask = 1 << offset;
2600
2601 if ( ( m_SyncParts03 & mask ) > 0 )
2602 {
2603 return true;
2604 }
2605 }
2606
2607 return false;
2608 }
2609
2610 protected void RegisterActionForSync( int part_id, int action_id )
2611 {
2612 m_InteractedPartId = part_id;
2613 m_PerformedActionId = action_id;
2614 }
2615
2616 protected void ResetActionSyncData()
2617 {
2618 //reset data
2619 m_InteractedPartId = -1;
2621 }
2622
2623 protected void SetActionFromSyncData()
2624 {
2625 if ( m_InteractedPartId > -1 && m_PerformedActionId > -1 )
2626 {
2628 int build_action_id = m_PerformedActionId;
2629
2630 switch( build_action_id )
2631 {
2632 case AT_BUILD_PART : OnPartBuiltClient( constrution_part.GetPartName(), build_action_id ); break;
2633 case AT_DISMANTLE_PART : OnPartDismantledClient( constrution_part.GetPartName(), build_action_id ); break;
2634 case AT_DESTROY_PART : OnPartDestroyedClient( constrution_part.GetPartName(), build_action_id ); break;
2635 }
2636 }
2637 }
2638 //------
2639
2641 {
2642 string key = part.GetPartName();
2643 bool is_base = part.IsBase();
2644 bool is_part_built_sync = IsPartBuildInSyncData( part.GetId() );
2645 bsbDebugSpam("[bsb] " + GetDebugName(this) + " SetPartFromSyncData try to sync: built=" + is_part_built_sync + " key=" + key + " part=" + part.GetPartName() + " part_built=" + part.IsBuilt());
2646 if ( is_part_built_sync )
2647 {
2648 if ( !part.IsBuilt() )
2649 {
2650 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData +++ " + key);
2651 GetConstruction().AddToConstructedParts( key );
2652 GetConstruction().ShowConstructionPartPhysics(part.GetPartName());
2653
2654 if (is_base)
2655 {
2657 RemoveProxyPhysics( ANIMATION_DEPLOYED );
2658 }
2659 }
2660 }
2661 else
2662 {
2663 if ( part.IsBuilt() )
2664 {
2665 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " SetPartsFromSyncData --- " + key);
2666 GetConstruction().RemoveFromConstructedParts( key );
2667 GetConstruction().HideConstructionPartPhysics(part.GetPartName());
2668
2669 if (is_base)
2670 {
2672 AddProxyPhysics( ANIMATION_DEPLOYED );
2673 }
2674 }
2675 }
2676
2677 //check slot lock for material attachments
2678 GetConstruction().SetLockOnAttachedMaterials( part.GetPartName(), part.IsBuilt() ); //failsafe for corrupted sync/storage data
2679 }
2680
2681 //set construction parts based on synchronized data
2683 {
2684 Construction construction = GetConstruction();
2685 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2686
2687 for ( int i = 0; i < construction_parts.Count(); ++i )
2688 {
2689 string key = construction_parts.GetKey( i );
2690 ConstructionPart value = construction_parts.Get( key );
2691 SetPartFromSyncData(value);
2692 }
2693
2694 //regenerate navmesh
2695 UpdateNavmesh();
2696 }
2697
2698 protected ConstructionPart GetConstructionPartById( int id )
2699 {
2700 Construction construction = GetConstruction();
2701 map<string, ref ConstructionPart> construction_parts = construction.GetConstructionParts();
2702
2703 for ( int i = 0; i < construction_parts.Count(); ++i )
2704 {
2705 string key = construction_parts.GetKey( i );
2706 ConstructionPart value = construction_parts.Get( key );
2707
2708 if ( value.GetId() == id )
2709 {
2710 return value;
2711 }
2712 }
2713
2714 return NULL;
2715 }
2716 //
2717
2718 //Base
2719 bool HasBase()
2720 {
2721 return m_HasBase;
2722 }
2723
2724 void SetBaseState( bool has_base )
2725 {
2726 m_HasBase = has_base;
2727 }
2728
2729 override bool IsDeployable()
2730 {
2731 return true;
2732 }
2733
2734 bool IsOpened()
2735 {
2736 return false;
2737 }
2738
2739 //--- CONSTRUCTION KIT
2741 {
2742 ItemBase construction_kit = ItemBase.Cast( g_Game.CreateObjectEx( GetConstructionKitType(), GetKitSpawnPosition(), ECE_PLACE_ON_SURFACE ) );
2743 if ( m_ConstructionKitHealth > 0 )
2744 {
2745 construction_kit.SetHealth( m_ConstructionKitHealth );
2746 }
2747
2748 return construction_kit;
2749 }
2750
2751 void CreateConstructionKitInHands(notnull PlayerBase player)
2752 {
2753 ItemBase construction_kit = ItemBase.Cast(player.GetHumanInventory().CreateInHands(GetConstructionKitType()));
2754 if ( m_ConstructionKitHealth > 0 )
2755 {
2756 construction_kit.SetHealth( m_ConstructionKitHealth );
2757 }
2758 }
2759
2760 protected vector GetKitSpawnPosition()
2761 {
2762 return GetPosition();
2763 }
2764
2765 protected string GetConstructionKitType()
2766 {
2767 return "";
2768 }
2769
2770 void DestroyConstructionKit( ItemBase construction_kit )
2771 {
2772 m_ConstructionKitHealth = construction_kit.GetHealth();
2773 g_Game.ObjectDelete( construction_kit );
2774 }
2775
2776 //--- CONSTRUCTION
2777 void DestroyConstruction()
2778 {
2779 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " DestroyConstruction");
2780 g_Game.ObjectDelete( this );
2781 }
2782
2783 // --- EVENTS
2784 override void EEDelete(EntityAI parent)
2785 {
2786 super.EEDelete(parent);
2787
2788 foreach (AreaDamageManager areaDamage : m_DamageTriggers)
2789 {
2790 areaDamage.Destroy();
2791 }
2792
2793 }
2794
2795 override void OnStoreSave( ParamsWriteContext ctx )
2796 {
2797 super.OnStoreSave( ctx );
2798
2799 //sync parts 01
2800 ctx.Write( m_SyncParts01 );
2801 ctx.Write( m_SyncParts02 );
2802 ctx.Write( m_SyncParts03 );
2803
2804 ctx.Write( m_HasBase );
2805 }
2806
2807 override bool OnStoreLoad( ParamsReadContext ctx, int version )
2808 {
2809 if ( !super.OnStoreLoad( ctx, version ) )
2810 return false;
2811
2812 //--- Base building data ---
2813 //Restore synced parts data
2814 if ( !ctx.Read( m_SyncParts01 ) )
2815 {
2816 m_SyncParts01 = 0; //set default
2817 return false;
2818 }
2819 if ( !ctx.Read( m_SyncParts02 ) )
2820 {
2821 m_SyncParts02 = 0; //set default
2822 return false;
2823 }
2824 if ( !ctx.Read( m_SyncParts03 ) )
2825 {
2826 m_SyncParts03 = 0; //set default
2827 return false;
2828 }
2829
2830 //has base
2831 if ( !ctx.Read( m_HasBase ) )
2832 {
2833 m_HasBase = false;
2834 return false;
2835 }
2836 //---
2837
2838 return true;
2839 }
2840
2841 override void AfterStoreLoad()
2842 {
2843 super.AfterStoreLoad();
2844
2846 {
2848 }
2849 }
2850
2852 {
2853 //update server data
2855
2856 //set base state
2857 ConstructionPart part = GetConstruction().GetBaseConstructionPart();
2858 SetBaseState( part.IsBuilt() ) ;
2859
2860 //synchronize after load
2862 }
2863
2864 override void OnCreatePhysics()
2865 {
2866 super.OnCreatePhysics();
2867
2868 ConstructionInit();
2870 }
2871
2872 override void EEHealthLevelChanged(int oldLevel, int newLevel, string zone)
2873 {
2875 return;
2876
2877 super.EEHealthLevelChanged(oldLevel,newLevel,zone);
2878 }
2879
2880 override void EEOnAfterLoad()
2881 {
2883 {
2884 g_Game.GetCallQueue( CALL_CATEGORY_GAMEPLAY ).CallLater( SetPartsAfterStoreLoad, 500, false, this ); //todo: check damage system config presence and 'HasDamageSystem' instead?
2885 }
2886
2887 super.EEOnAfterLoad();
2888 }
2889
2890 override void EEItemAttached( EntityAI item, string slot_name )
2891 {
2892 super.EEItemAttached( item, slot_name );
2893
2894 CheckForHybridAttachments( item, slot_name );
2895 UpdateVisuals();
2896 UpdateAttachmentPhysics( slot_name, false );
2897 }
2898
2899 override void EEItemDetached( EntityAI item, string slot_name )
2900 {
2901 super.EEItemDetached( item, slot_name );
2902
2903 UpdateVisuals();
2904 UpdateAttachmentPhysics( slot_name, false );
2905 }
2906
2907 protected void OnSetSlotLock( int slotId, bool locked, bool was_locked )
2908 {
2909 string slot_name = InventorySlots.GetSlotName( slotId );
2910 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint( "inv: OnSetSlotLock " + GetDebugName( this ) + " slot=" + slot_name + " locked=" + locked + " was_locked=" + was_locked );
2911
2912 UpdateAttachmentVisuals( slot_name, locked );
2913 UpdateAttachmentPhysics( slot_name, locked );
2914 }
2915
2916 //ignore out of reach condition
2917 override bool IgnoreOutOfReachCondition()
2918 {
2919 return true;
2920 }
2921
2922 //CONSTRUCTION EVENTS
2923 //Build
2924 void OnPartBuiltServer(notnull Man player, string part_name, int action_id)
2925 {
2926 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2927
2928 //check base state
2929 if (construtionPart.IsBase())
2930 {
2931 SetBaseState(true);
2932
2933 //spawn kit
2935 }
2936
2937 //register constructed parts for synchronization
2938 RegisterPartForSync(construtionPart.GetId());
2939
2940 //register action that was performed on part
2941 RegisterActionForSync(construtionPart.GetId(), action_id);
2942
2943 //synchronize
2945
2946 SetPartFromSyncData(construtionPart); // server part of sync, client will be synced from SetPartsFromSyncData
2947
2948 UpdateNavmesh();
2949
2950 //update visuals
2951 UpdateVisuals();
2952
2953 //reset action sync data
2954 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2955 }
2956
2957 void OnPartBuiltClient(string part_name, int action_id)
2958 {
2959 //play sound
2960 SoundBuildStart( part_name );
2961 }
2962
2963 //Dismantle
2964 void OnPartDismantledServer(notnull Man player, string part_name, int action_id)
2965 {
2966 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDismantledServer " + part_name);
2967 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
2968
2969 //register constructed parts for synchronization
2970 UnregisterPartForSync(construtionPart.GetId());
2971
2972 //register action that was performed on part
2973 RegisterActionForSync(construtionPart.GetId(), action_id);
2974
2975 //synchronize
2977
2978 // server part of sync, client will be synced from SetPartsFromSyncData
2979 SetPartFromSyncData(construtionPart);
2980
2981 UpdateNavmesh();
2982
2983 //update visuals
2984 UpdateVisuals();
2985
2986 //reset action sync data
2987 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
2988
2989 //check base state
2990 if (construtionPart.IsBase())
2991 {
2992 //Destroy construction
2993 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
2994 }
2995 }
2996
2997 void OnPartDismantledClient( string part_name, int action_id )
2998 {
2999 //play sound
3000 SoundDismantleStart( part_name );
3001 }
3002
3003 //Destroy
3004 void OnPartDestroyedServer(Man player, string part_name, int action_id, bool destroyed_by_connected_part = false)
3005 {
3006 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " OnPartDestroyedServer " + part_name);
3007 ConstructionPart construtionPart = GetConstruction().GetConstructionPart(part_name);
3008
3009 //register constructed parts for synchronization
3010 UnregisterPartForSync(construtionPart.GetId());
3011
3012 //register action that was performed on part
3013 RegisterActionForSync(construtionPart.GetId(), action_id);
3014
3015 //synchronize
3017
3018 // server part of sync, client will be synced from SetPartsFromSyncData
3019 SetPartFromSyncData(construtionPart);
3020
3021 UpdateNavmesh();
3022
3023 //update visuals
3024 UpdateVisuals();
3025
3026 //reset action sync data
3027 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(ResetActionSyncData, 100, false, this);
3028
3029 //check base state
3030 if (construtionPart.IsBase())
3031 {
3032 //Destroy construction
3033 g_Game.GetCallQueue(CALL_CATEGORY_GAMEPLAY).CallLater(DestroyConstruction, 200, false, this);
3034 }
3035 }
3036
3037 void OnPartDestroyedClient( string part_name, int action_id )
3038 {
3039 //play sound
3040 SoundDestroyStart( part_name );
3041 }
3042
3043 // --- UPDATE
3044 void InitBaseState()
3045 {
3046 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::InitBaseState ");
3047
3048 InitVisuals();
3049 UpdateNavmesh(); //regenerate navmesh
3050 }
3051
3052 void InitVisuals()
3053 {
3054 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " InitVisuals");
3055 //check base
3056 if ( !HasBase() )
3057 {
3058 SetAnimationPhase( ANIMATION_DEPLOYED, 0 );
3059 }
3060 else
3061 {
3062 SetAnimationPhase( ANIMATION_DEPLOYED, 1 );
3063 }
3064
3065 GetConstruction().InitVisuals();
3066 }
3067
3068 void UpdateVisuals()
3069 {
3070 array<string> attachmentSlots = new array<string>;
3071
3072 GetAttachmentSlots(this, attachmentSlots);
3073 foreach (string slotName : attachmentSlots)
3074 {
3076 }
3077
3078 //check base
3079 if (!HasBase())
3080 SetAnimationPhase(ANIMATION_DEPLOYED, 0);
3081 else
3082 SetAnimationPhase(ANIMATION_DEPLOYED, 1);
3083
3084 GetConstruction().UpdateVisuals();
3085 }
3086
3087 void UpdateAttachmentVisuals(string slot_name, bool is_locked)
3088 {
3089 string slotNameMounted = slot_name + "_Mounted";
3090 EntityAI attachment = FindAttachmentBySlotName(slot_name);
3091
3092 if (attachment)
3093 {
3094 BarbedWire barbedWire = BarbedWire.Cast(attachment);
3095 if (barbedWire && barbedWire.IsMounted())
3096 CreateAreaDamage(slotNameMounted);
3097 else
3098 DestroyAreaDamage(slotNameMounted);
3099
3100 if (is_locked)
3101 {
3102 SetAnimationPhase(slotNameMounted, 0);
3103 SetAnimationPhase(slot_name, 1);
3104 }
3105 else
3106 {
3107 SetAnimationPhase(slotNameMounted, 1);
3108 SetAnimationPhase(slot_name, 0);
3109 }
3110 }
3111 else
3112 {
3113 SetAnimationPhase(slotNameMounted, 1);
3114 SetAnimationPhase(slot_name, 1);
3115
3116 DestroyAreaDamage(slotNameMounted);
3117 }
3118 }
3119
3120 // avoid calling this function on frequent occasions, it's a massive performance hit
3121 void UpdatePhysics()
3122 {
3124 bsbDebugPrint("[bsb] " + GetDebugName(this) + " BaseBuildingBase::UpdatePhysics");
3125
3126 array<string> attachmentSlots = new array<string>;
3127 GetAttachmentSlots(this, attachmentSlots);
3128
3130 bsbDebugPrint("[bsb] " + GetDebugName(this) + " att_cnt=" + attachmentSlots.Count());
3131
3132 foreach (string slotName : attachmentSlots)
3133 {
3135 }
3136
3137 //check base
3138 if (!HasBase())
3139 {
3141 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " ADD");
3142
3143 AddProxyPhysics(ANIMATION_DEPLOYED);
3144 }
3145 else
3146 {
3148 bsbDebugPrint("[bsb] " + GetDebugName(this) + ANIMATION_DEPLOYED + " RM");
3149
3150 RemoveProxyPhysics(ANIMATION_DEPLOYED);
3151 }
3152
3153 GetConstruction().UpdatePhysics();
3154 UpdateNavmesh();
3155 }
3156
3157 void UpdateAttachmentPhysics( string slot_name, bool is_locked )
3158 {
3159 //checks for invalid appends; hotfix
3160 if ( !m_Mountables || m_Mountables.Find(slot_name) == -1 )
3161 return;
3162 //----------------------------------
3163 string slot_name_mounted = slot_name + "_Mounted";
3164 EntityAI attachment = FindAttachmentBySlotName( slot_name );
3165
3166 //remove proxy physics
3167 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Removing ATT SLOT=" + slot_name + " RM / RM");
3168 RemoveProxyPhysics( slot_name_mounted );
3169 RemoveProxyPhysics( slot_name );
3170
3171 if ( attachment )
3172 {
3173 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " Adding ATT=" + Object.GetDebugName(attachment));
3174 if ( is_locked )
3175 {
3176 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " RM / RM");
3177 AddProxyPhysics( slot_name_mounted );
3178 }
3179 else
3180 {
3181 if (LogManager.IsBaseBuildingLogEnable()) bsbDebugPrint("[bsb] " + GetDebugName(this) + " ADD");
3182 AddProxyPhysics( slot_name );
3183 }
3184 }
3185 }
3186
3187 protected void UpdateNavmesh()
3188 {
3189 SetAffectPathgraph( true, false );
3190 g_Game.GetCallQueue( CALL_CATEGORY_SYSTEM ).CallLater( g_Game.UpdatePathgraphRegionByObject, 100, false, this );
3191 }
3192
3193 override bool CanUseConstruction()
3194 {
3195 return true;
3196 }
3197
3198 override bool CanUseConstructionBuild()
3199 {
3200 return true;
3201 }
3202
3203 protected bool IsAttachmentSlotLocked( EntityAI attachment )
3204 {
3205 if ( attachment )
3206 {
3207 InventoryLocation inventory_location = new InventoryLocation;
3208 attachment.GetInventory().GetCurrentInventoryLocation( inventory_location );
3209
3210 return GetInventory().GetSlotLock( inventory_location.GetSlot() );
3211 }
3212
3213 return false;
3214 }
3215
3216 protected bool IsAttachmentSlotLocked( string slot_name )
3217 {
3218 return GetInventory().GetSlotLock( InventorySlots.GetSlotIdFromString( slot_name ) );
3219 }
3220
3221 //--- ATTACHMENT SLOTS
3222 void GetAttachmentSlots( EntityAI entity, out array<string> attachment_slots )
3223 {
3224 string config_path = "CfgVehicles" + " " + entity.GetType() + " " + "attachments";
3225 if ( g_Game.ConfigIsExisting( config_path ) )
3226 {
3227 g_Game.ConfigGetTextArray( config_path, attachment_slots );
3228 }
3229 }
3230
3231 bool CheckSlotVerticalDistance( int slot_id, PlayerBase player )
3232 {
3233 return true;
3234 }
3235
3236 protected bool CheckMemoryPointVerticalDistance( float max_dist, string selection, PlayerBase player )
3237 {
3238 return true;
3239 }
3240
3241 protected bool CheckLevelVerticalDistance( float max_dist, string selection, PlayerBase player )
3242 {
3243 return true;
3244 }
3245
3246 // --- INIT
3248 {
3249 m_Construction = new Construction(this);
3250 return m_Construction;
3251 }
3252
3254 {
3255 return m_Construction;
3256 }
3257
3259 {
3260 return Construction.Cast(m_Construction);
3261 }
3262
3264 {
3265 int attachment_count = GetInventory().AttachmentCount();
3266 if ( attachment_count > 0 )
3267 {
3268 if ( HasBase() && attachment_count == 1 )
3269 {
3270 return false;
3271 }
3272
3273 return true;
3274 }
3275
3276 return false;
3277 }
3278
3279 override bool ShowZonesHealth()
3280 {
3281 return true;
3282 }
3283
3284 override bool IsTakeable()
3285 {
3286 return false;
3287 }
3288
3289 //this into/outo parent.Cargo
3290 override bool CanPutInCargo( EntityAI parent )
3291 {
3292 return false;
3293 }
3294
3295 override bool CanRemoveFromCargo( EntityAI parent )
3296 {
3297 return false;
3298 }
3299
3300 //hands
3301 override bool CanPutIntoHands( EntityAI parent )
3302 {
3303 return false;
3304 }
3305
3306 //--- ACTION CONDITIONS
3307 //direction
3308 override bool IsFacingPlayer( PlayerBase player, string selection )
3309 {
3310 return true;
3311 }
3312
3313 override bool IsPlayerInside( PlayerBase player, string selection )
3314 {
3315 return true;
3316 }
3317
3320 {
3321 return false;
3322 }
3323
3324 //roof check
3325 bool PerformRoofCheckForBase( string partName, PlayerBase player, out bool result )
3326 {
3327 return false;
3328 }
3329
3330 //selection->player distance check
3331 bool HasProperDistance( string selection, PlayerBase player )
3332 {
3333 return true;
3334 }
3335
3336 //folding
3338 {
3339 if ( HasBase() || GetInventory().AttachmentCount() > 0 )
3340 {
3341 return false;
3342 }
3343
3344 return true;
3345 }
3346
3348 {
3351
3352 return item;
3353 }
3354
3355 //Damage triggers (barbed wire)
3356 void CreateAreaDamage( string slot_name, float rotation_angle = 0 )
3357 {
3358 if ( g_Game && g_Game.IsServer() )
3359 {
3360 //destroy area damage if some already exists
3361 DestroyAreaDamage( slot_name );
3362
3363 //create new area damage
3365 areaDamage.SetDamageComponentType(AreaDamageComponentTypes.HITZONE);
3366
3367 vector min_max[2];
3368 if ( MemoryPointExists( slot_name + "_min" ) )
3369 {
3370 min_max[0] = GetMemoryPointPos( slot_name + "_min" );
3371 }
3372 if ( MemoryPointExists( slot_name + "_max" ) )
3373 {
3374 min_max[1] = GetMemoryPointPos( slot_name + "_max" );
3375 }
3376
3377 //get proper trigger extents (min<max)
3378 vector extents[2];
3379 GetConstruction().GetTriggerExtents( min_max, extents );
3380
3381 //get box center
3382 vector center;
3383 center = GetConstruction().GetBoxCenter( min_max );
3384 center = ModelToWorld( center );
3385
3386 //rotate center if needed
3388 CalcDamageAreaRotation( rotation_angle, center, orientation );
3389
3390 areaDamage.SetExtents( extents[0], extents[1] );
3391 areaDamage.SetAreaPosition( center );
3392 areaDamage.SetAreaOrientation( orientation );
3393 areaDamage.SetLoopInterval( 1.0 );
3394 areaDamage.SetDeferDuration( 0.2 );
3395 areaDamage.SetHitZones( { "Torso","LeftHand","LeftLeg","LeftFoot","RightHand","RightLeg","RightFoot" } );
3396 areaDamage.SetAmmoName( "BarbedWireHit" );
3397 areaDamage.Spawn();
3398
3399 m_DamageTriggers.Insert( slot_name, areaDamage );
3400 }
3401 }
3402
3403 void CalcDamageAreaRotation( float angle_deg, out vector center, out vector orientation )
3404 {
3405 if ( angle_deg != 0 )
3406 {
3407 //orientation
3408 orientation[0] = orientation[0] - angle_deg;
3409
3410 //center
3411 vector rotate_axis;
3412 if ( MemoryPointExists( "rotate_axis" ) )
3413 {
3414 rotate_axis = ModelToWorld( GetMemoryPointPos( "rotate_axis" ) );
3415 }
3416 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];
3417 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];
3418 center[0] = r_center_x;
3419 center[2] = r_center_z;
3420 }
3421 }
3422
3423 void DestroyAreaDamage( string slot_name )
3424 {
3425 if (g_Game && g_Game.IsServer())
3426 {
3428 if (m_DamageTriggers.Find(slot_name, areaDamage))
3429 {
3430 if (areaDamage)
3431 {
3432 areaDamage.Destroy();
3433 }
3434
3435 m_DamageTriggers.Remove( slot_name );
3436 }
3437 }
3438 }
3439
3440 override bool IsIgnoredByConstruction()
3441 {
3442 return true;
3443 }
3444
3445 //================================================================
3446 // SOUNDS
3447 //================================================================
3448 protected void SoundBuildStart( string part_name )
3449 {
3450 PlaySoundSet( m_Sound, GetBuildSoundByMaterial( part_name ), 0.1, 0.1 );
3451 }
3452
3453 protected void SoundDismantleStart( string part_name )
3454 {
3455 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3456 }
3457
3458 protected void SoundDestroyStart( string part_name )
3459 {
3460 PlaySoundSet( m_Sound, GetDismantleSoundByMaterial( part_name ), 0.1, 0.1 );
3461 }
3462
3463 protected string GetBuildSoundByMaterial( string part_name )
3464 {
3465 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3466
3467 switch ( material_type )
3468 {
3469 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_BUILD_WOOD_LOG;
3470 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_BUILD_WOOD_PLANK;
3471 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_BUILD_WOOD_STAIRS;
3472 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_BUILD_METAL;
3473 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_BUILD_WIRE;
3474 }
3475
3476 return "";
3477 }
3478
3479 protected string GetDismantleSoundByMaterial( string part_name )
3480 {
3481 ConstructionMaterialType material_type = GetConstruction().GetMaterialType( part_name );
3482
3483 switch ( material_type )
3484 {
3485 case ConstructionMaterialType.MATERIAL_LOG: return SOUND_DISMANTLE_WOOD_LOG;
3486 case ConstructionMaterialType.MATERIAL_WOOD: return SOUND_DISMANTLE_WOOD_PLANK;
3487 case ConstructionMaterialType.MATERIAL_STAIRS: return SOUND_DISMANTLE_WOOD_STAIRS;
3488 case ConstructionMaterialType.MATERIAL_METAL: return SOUND_DISMANTLE_METAL;
3489 case ConstructionMaterialType.MATERIAL_WIRE: return SOUND_DISMANTLE_WIRE;
3490 }
3491
3492 return "";
3493 }
3494
3495 //misc
3496 void CheckForHybridAttachments( EntityAI item, string slot_name )
3497 {
3498 if (!g_Game.IsMultiplayer() || g_Game.IsServer())
3499 {
3500 //if this is a hybrid attachment, set damage of appropriate damage zone. Zone name must match slot name...WIP
3501 if (m_HybridAttachments && m_HybridAttachments.Find(slot_name) != -1)
3502 {
3503 SetHealth(slot_name,"Health",item.GetHealth());
3504 }
3505 }
3506 }
3507
3508 override int GetDamageSystemVersionChange()
3509 {
3510 return 111;
3511 }
3512
3513 override void SetActions()
3514 {
3515 super.SetActions();
3516
3520 }
3521
3522 protected void DestroyConstructedParts()
3523 {
3524 Construction construction = GetConstruction();
3525 if (!construction)
3526 return;
3527
3528 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3529 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3530 {
3531 ConstructionPart part = constructionParts.GetElement(i);
3532 if (part && part.IsBuilt() && !part.IsUtilityPart())
3533 {
3534 construction.DestroyPartServer(null, part.GetPartName(), -1);
3535 }
3536 }
3537 }
3538
3539 protected void HandleFallingForConstructedParts()
3540 {
3541 Construction construction = GetConstruction();
3542 if (!construction)
3543 return;
3544
3545 map<string, ref ConstructionPart> constructionParts = construction.GetConstructionParts();
3546 for ( int i = constructionParts.Count() - 1; i >= 0; --i )
3547 {
3548 ConstructionPart part = constructionParts.GetElement(i);
3549 if (part && part.IsBuilt() && !part.IsUtilityPart())
3550 {
3551 construction.HandleEntityFalling(part.GetPartName());
3552 }
3553 }
3554 }
3555
3557 override void OnItemFallRebuilding()
3558 {
3559 if (!g_Game.IsServer())
3560 return;
3561
3564
3565 if (DestroyOnFall())
3566 {
3568 {
3570 }
3571 else
3572 {
3574 {
3576 }
3577 g_Game.GetCallQueue(CALL_CATEGORY_SYSTEM).CallLater(g_Game.ObjectDelete, 100, false, this);
3578 }
3579 }
3580 }
3581
3583 {
3584 if (HasAnyAttachmentsOrCargo())
3585 {
3587 MiscGameplayFunctions.ThrowAllItemsInInventoryEx(this, ThrowEntityFlags.NONE, vector.Zero);
3588 }
3589 }
3590
3591 //================================================================
3592 // DEBUG
3593 //================================================================
3594
3597 {
3598 return null;
3599 }
3600
3601 override void OnDebugSpawn()
3602 {
3603 FullyBuild();
3604 }
3605
3606 void FullyBuild()
3607 {
3609 array<ConstructionPart> parts = GetConstruction().GetConstructionParts().GetValueArray();
3610
3611 Man p;
3612
3613 #ifdef SERVER
3614 array<Man> players = new array<Man>;
3615 g_Game.GetWorld().GetPlayerList(players);
3616 if (players.Count())
3617 p = players[0];
3618 #else
3619 p = g_Game.GetPlayer();
3620 #endif
3621
3622 foreach (ConstructionPart part : parts)
3623 {
3624 bool excluded = false;
3625 string partName = part.GetPartName();
3626 if (excludes)
3627 {
3628 foreach (string exclude : excludes)
3629 {
3630 if (partName.Contains(exclude))
3631 {
3632 excluded = true;
3633 break;
3634 }
3635 }
3636 }
3637
3638 if (!excluded)
3639 {
3640 OnPartBuiltServer(p, partName, AT_BUILD_PART);
3641 }
3642 }
3643
3644 GetConstruction().UpdateVisuals();
3645 }
3646
3648 //Deprecated code playpen//
3650 [Obsolete("handled in the Construction component directly")]
3651 protected void HandleItemFalling(ConstructionPart part)
3652 {
3653 }
3654
3655 [Obsolete("handled in the Construction component directly")]
3656 protected void ItemFall(vector min, vector max)
3657 {
3658 }
3659
3660 [Obsolete("obsolete debug method")]
3661 protected void DebugCustomState()
3662 {
3663 }
3664}
3665
3666void bsbDebugPrint (string s)
3667{
3668#ifdef BSB_DEBUG
3669 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3670#else
3671 //Print("" + s); // comment/uncomment to hide/see debug logs
3672#endif
3673}
3674void bsbDebugSpam (string s)
3675{
3676#ifdef BSB_DEBUG_SPAM
3677 PrintToRPT("" + s); // comment/uncomment to hide/see debug logs
3678#else
3679 //Print("" + s); // comment/uncomment to hide/see debug logs
3680#endif
3681}
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::SoundBuildStart().